{"creature_name":"Aarakocra","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"11 (0)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (aarakocra)","creature_alignment":"neutral good","creature_xp":50,"creature_cr":0.25,"languages":"auran, aarakocra","skills":"Perception +5","speed":"20 ft., fly 50 ft.","hit_points":"13 (3d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dive Attack.*** If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Summon Air Elemental.*** Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. ***Talon.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {"creature_name":"Abasheen","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"14 (+2)","CON":"16 (+3)","INT":"20 (+5)","WIS":"18 (+4)","CHA":"17 (+3)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"auran, common, infernal","skills":"Perception +10","speed":"20 ft., fly 50 ft.","hit_points":"102 (12d10 + 36)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"DEX +5, WIS +7, CHA +6","damage_immunities":"lightning, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Air Mastery.*** Airborne creatures attack at disadvantage against abasheen. ***Elemental Demise.*** If the abasheen dies, its body disintegrates into a warm breeze, leaving behind only the equipment the abasheen was wearing or carrying. ***Grant Wish.*** The genie can grant one creature's wish that is within 60 feet of it. ***Innate Spellcasting.*** The abasheen's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will command, charm person, plane shift <\/i>(willing targets to elemental planes, Astral Plane, or Material Plane only) * 1/day geas<\/i>","actions":"***Falchion.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Multiattack.*** The abasheen makes two attacks with its falchion. ***Thunderclap (Recharge 5-6).*** The abasheen claps its hands together loudly, and a wave of thundering force emanates out from it in a 30-foot radius. Each creature in this area must make a DC 15 Constitution saving throw or be pushed back 10 feet and take 18 (4d8) thunder damage on a failed save, or half as much damage with no pushback on a successful one."} {"creature_name":"Abjurer","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"14 (+2)","INT":"18 (+4)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":5000,"creature_cr":9,"languages":"any four languages","skills":"Arcana +8, History +8","speed":"30 ft.","hit_points":"84 (13d8+26)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +8, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Ward.*** The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. ***Spellcasting.*** The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared * Cantrips (at will) blade ward. dancing lights, mending, message, ray of frost<\/i> * 1st level (4 slots) alarm* , mage armor, magic missile, shield* <\/i> * 2nd level (3 slots) arcane lock* , invisibility<\/i> * 3rd level (3 slots) counterspell* , dispel magic* , fireball<\/i> * 4th level (3 slots) banishment* , stoneskin* <\/i> * 5th level (2 slots) cone of cold, wall of force<\/i> * 6th level (1 slot) flesh to stone, globe of invulnerability* <\/i> * 7th level (1 slot) symbol* , teleport<\/i> *Abjuration spell of 1st level or higher","actions":"***Quarterstaff.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands."} {"creature_name":"Aboleth","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"9 (-1)","CON":"15 (+2)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"deep speech, telepathy 120 ft.","skills":"History +12, Perception +10","speed":"10 ft., swim 40 ft.","hit_points":"135 (18d10+36)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"CON +6, INT +8, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The aboleth can breathe air and water. ***Detect.*** The aboleth makes a Wisdom (Perception) check. The aboleth 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 aboleth regains spent legendary actions at the start of its turn. ***Mucous Cloud.*** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. ***Probing Telepathy.*** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. ***Psychic Drain (Costs 2 Actions).*** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. ***Tail Swipe.*** The aboleth makes one tail attack.","actions":"***Enslave (3/day).*** The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. ***Multiattack.*** The aboleth makes three tentacle attacks. ***Tail.*** Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. ***Tentacle.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed."} {"creature_name":"Aboleth, Nihilith","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"9 (-1)","CON":"15 (+2)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"void speech, telepathy 120 ft.","skills":"History +12, Perception +10","speed":"10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover)","hit_points":"135 (18d10 + 36)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 20","saving_throws":"CON +6, INT +8, WIS +6","damage_immunities":"cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)","damage_resistances":"acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***.*** A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. ***.*** The nihileth cannot use the same effect two rounds in a row. ***A nihileth 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 nihileth regains spent legendary actions at the start of its turn. ***Detect.*** The aboleth makes a Wisdom (Perception) check. ***Dual State.*** A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet. ***Infecting Telepathy.*** If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack. ***Nihileth 's Lair.*** On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row. - Void Absorbance A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. ***Psychic Drain (Costs 2 Actions).*** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. ***Regional Effects.*** The regional effects of a nihileth's lair are the same as that of an aboleth, except as following. - Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected. ***Tail Swipe.*** The aboleth makes one tail attack. ***The regional effects of a nihileth's lair are the same as that of an aboleth, except as following.*** ***Undead Fortitude.*** If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead. ***Void Aura.*** The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura. ***Void Body.*** The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half. ***Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth.*** A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.","actions":"***Enslave (3/day).*** The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth. ***Form Swap.*** As a bonus action, the nihileth can alter between its material and ethereal forms at will. ***Multiattack.*** The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in. ***Tail (Material Form Only).*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. ***Tentacle (Material Form Only).*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth. ***Withering Touch (Ethereal Form Only).*** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6+4) necrotic damage."} {"creature_name":"Abominable Beauty","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"16 (+3)","CHA":"26 (+8)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"common, draconic, elven, sylvan","skills":"Deception +12, Perception +7, Performance +12, Persuasion +12","speed":"30 ft.","hit_points":"187 (22d8 + 88)","armor_class":"18 (natural armor)","senses":", passive perception 17","saving_throws":"DEX +8, CON +8, CHA +12","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burning Touch.*** The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage.","actions":"***Blinding Gaze (Recharge 5-6).*** A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze. ***Deafening Voice (Recharge 5-6).*** An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened. ***Multiattack.*** The abominable beauty makes two slam attacks. ***Slam.*** +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage."} {"creature_name":"Abominable Yeti","creature_source":"Monster Manual","STR":"24 (+7)","DEX":"10 (0)","CON":"22 (+6)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"9 (-1)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"yeti","skills":"Perception +5, Stealth +4","speed":"40 ft., climb 40 ft.","hit_points":"137 (11d12+66)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fear of Fire.*** If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ***Keen Smell.*** The yeti has advantage on Wisdom (Perception) checks that rely on smell. ***Snow Camouflage.*** The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.","actions":"***Chilling Gaze.*** The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. ***Cold Breath (Recharge 6).*** The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The yeti can use its Chilling Gaze and makes two claw attacks."} {"creature_name":"Abyssal Harvester","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"10 (+0)","CON":"16 (+8)","INT":"10 (+0)","WIS":"16 (+3)","CHA":"13 (+1)","creature_size":"gargantuan","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":25000,"creature_cr":20,"languages":"abyssal","skills":"Perception +9","speed":"20 ft.","hit_points":"370 (20d20+160)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Far Reaching (3/day).*** An Abyssal harvester can remain on its Abyssal plane and inject up to four of its tentacles across the dimensions and into the Ethereal Plane, Astral Plane, material planes, or Nine Hells. All of its tentacles must be injected into the same plane, and all appear within the same 20-foot square. While using this ability, it uses sensory organs on its tentacles to see, hear, smell, and feel its surroundings. It can attack normally while using this ability, but it cannot move from its current location. It can withdraw its tentacles as an action and reinject them into the same plane (or a different plane) on its next turn. The dismissal effect of a dispel evil or good spell causes an Abyssal harvester to withdraw a single tentacle if it fails its Charisma saving throw. It cannot reinject that same tentacle into the same plane for one day. A banishment spell forces an Abyssal harvester to withdraw all of its tentacles if it fails its Wisdom saving throw. It cannot reinject any tentacles that were banished into the same plane for one day. ***Harvest.*** A target that has been grappled for 4 consecutive rounds must succeed on a DC 18 Wisdom saving throw or be drawn through an invisible planar gate (created around the Abyssal harvester's tentacles) into the same plane where the Abyssal harvester currently resides. An opponent drawn into the same plane with the harvester is still grappled upon arrival. This ability can only be used when the Abyssal harvester is on its Abyssal Plane and injects its tentacles into the Ethereal Plane, Astral Plane, a material plane, or the Nine Hells. ***Innate Spellcasting.*** The Abyssal harvester's spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components At will plane shift (functions in Astral Plane, the Abyss, the Nine Hells, or the Material Plane only) ***Keen Hearing and Smell.*** The Abyssal harvester has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Magic Weapons.*** The Abyssal harvester's attacks are magical. ***Tentacles.*** An Abyssal harvester has 4 tentacles, each of which is 20 feet long, has an AC of 20, 30 hit points, resistance to acid, cold, and fire damage, immunity to poison and psychic damage, and the same senses as the Abyssal harvester. A severed tentacle deals no damage to the Abyssal harvester. A tentacle cannot be broken by mere feats of strengths. A tentacle regrows in 1 week.","actions":"***Constrict.*** Each creature the Abyssal harvester has grappled takes 22 (4d6 + 8) bludgeoning damage at the start of the harvester's turn. ***Grapple.*** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage and the target is grappled (escape DC 22). A grappled creature is restrained. An Abyssal harvester can grapple one creature of Huge size or smaller for each tentacle it has remaining. ***Multiattack.*** The Abyssal harvester makes four tentacle attacks. ***Tentacles.*** The Abyssal harvester makes an attack with its tentacles using one of the following options: Debilitating Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage and the target's maximum hit points are reduced by an equal amount. The target dies if this reduces its maximum hit points to 0. Otherwise, the reduction lasts until the target finishes a long rest."} {"creature_name":"Abyssal Larva","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"13 (+1)","CON":"14 (+2)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"abyssal","skills":"Perception +2, Stealth +2","speed":"20 ft.","hit_points":"39 (6d8 + 12)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"psychic","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Tortured Mind.*** The mind of an Abyssal larva cannot be read. If a creature attempts to read an Abyssal larva's mind, it takes 7 (2d6) psychic damage and must succeed on a DC 12 Wisdom saving throw. On a failed saving throw, the creature is poisoned for 1 minute. While poisoned, the creature cannot take reactions and uses their action to Dash in a random direction, even if that leads them into dangerous areas.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage plus 5 (2d4) acid damage. ***Maggot Spray.*** Ranged Spell Attack: +3 to hit, range 10 ft., one target. Hit: 1 poison damage and the target must succeed a DC 12 Dexterity saving throw or be poisoned for 1 minute. A poisoned creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the poisoned effect on a success."} {"creature_name":"Abyssal Wretch","creature_source":"Mordenkainens Tome Of Foes","STR":"9 (-1)","DEX":"12 (+1)","CON":"11 (+0)","INT":"5 (-3)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"understands abyssal but can't speak","skills":"","speed":"20 ft.","hit_points":"18 (4d8)","armor_class":"11","senses":"darkvision 120 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"**Damage Resistance** Cold, fire, lightning","actions":"***Bite*** Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Slashing damage."} {"creature_name":"Accursed Defiler","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"6 (-2)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"understands an ancient language, but can't speak","skills":"Perception +4, Stealth +4","speed":"30 ft.","hit_points":"75 (10d8 + 30)","armor_class":"12","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Cursed Existence.*** When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction. ***Sand Shroud.*** A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage.","actions":"***Multiattack.*** The accursed defiler makes two slam attacks. ***Sandslash (Recharge 5-6).*** As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion."} {"creature_name":"Acid Elemental","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"94 (9d10 + 45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 16 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. Vulnerability to Water. For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 21 (6d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Acolyte","creature_source":"Monster Manual","STR":"10 (0)","DEX":"10 (0)","CON":"10 (0)","INT":"10 (0)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":50,"creature_cr":0.25,"languages":"any one language (usually common)","skills":"Medicine +4, Religion +2","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared * Cantrips (at will) light, sacred flame, thaumaturgy<\/i> * 1st level (3 slots) bless, cure wounds, sanctuary<\/i>","actions":"***Club.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."} {"creature_name":"Adult Black Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"14 (+2)","CON":"21 (+5)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":11500,"creature_cr":14,"languages":"common, draconic","skills":"Perception +11, Stealth +7","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"195 (17d12+85)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +10, WIS +6, CHA +8","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The adult black 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 adult black dragon regains spent legendary actions at the start of its turn. ***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Blue Dracolich","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"10 (0)","CON":"23 (+6)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":18000,"creature_cr":17,"languages":"common, draconic","skills":"Perception +12, Stealth +5","speed":"40 ft., burrow 30 ft., fly 80 ft.","hit_points":"225 (18d12+108)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +11, WIS +7, CHA +9","damage_immunities":"lightning, poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Detect.*** The dracolich makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dracolich fails a saving throw, it can choose to succeed instead. The adult blue dracolich 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 adult blue dracolich regains spent legendary actions at the start of its turn. ***Magic Resistance.*** The dracolich has advantage on saving throws against spells and other magical effects. ***Tail Attack.*** The dracolich makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** Each creature of the dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours. ***Lightning Breath (Recharge 5-6).*** The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Adult Blue Dragon","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"10 (0)","CON":"23 (+6)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":15000,"creature_cr":16,"languages":"common, draconic","skills":"Perception +12, Stealth +5","speed":"40 ft., burrow 30 ft., fly 80 ft.","hit_points":"225 (18d12+108)","armor_class":"19","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +11, WIS +7, CHA +9","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. The adult blue 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 adult blue dragon regains spent legendary actions at the start of its turn. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Adult Brass Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"10 (0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":10000,"creature_cr":13,"languages":"common, draconic","skills":"History +7, Perception +11, Persuasion +8, Stealth +5","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"172 (15d12+75)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +10, WIS +6, CHA +8","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Bronze Dragon","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"10 (0)","CON":"23 (+6)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":13000,"creature_cr":15,"languages":"common, draconic","skills":"Insight +7, Perception +12, Stealth +5","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"212 (17d12+102)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +11, WIS +7, CHA +9","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. The adult bronze 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 adult bronze dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Adult Cave Dragon","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"12 (+1)","CON":"24 (+7)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"20 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":15000,"creature_cr":16,"languages":"common, darakhul, draconic, dwarvish, goblin","skills":"Perception +10","speed":"40 ft., climb 40 ft., Earth Glide","hit_points":"243 (18d12 + 126)","armor_class":"18 (natural armor)","senses":"blindsight 120 ft., passive perception 20","saving_throws":"DEX +6, CON +12, WIS +6, CHA +10","damage_immunities":"acid, poison, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Cave Dragon's Lair.*** On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can't use the same effect two rounds in a row - The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check. - A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom. - The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round. ***Darkness Aura.*** An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Earth Glide.*** An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components At will detect magic, speak with dead 3/day each blur, counterspell, darkness, web 1/day each dispel magic, hold person ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Regional Effects.*** The region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects - Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair. - Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. - Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon's endless and undiscriminating hunger. If the dragon dies, these effects fade over the course of 1d10 days. ***Reset Ruff Spikes.*** The dragon can use its ruff spikes as a reaction again before its next turn. ***Ruff Spikes.*** When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes. ***Swift Bite (Costs 2 Actions).*** The dragon makes two bite attacks. ***Tail.*** The dragon makes a tail attack. ***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.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Poison Breath (Recharge 5-6).*** The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Cloud Dragon","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"12 (+1)","CON":"21 (+5)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral","creature_xp":13000,"creature_cr":15,"languages":"auran, aquan, common, draconic, giant, sylvan","skills":"Arcana +9, History +9, Insight +7, Nature +9, Perception +12","speed":"40 ft., fly 80 ft.","hit_points":"195 (17d12 + 85)","armor_class":"18 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 22","saving_throws":"DEX +6, CON +10, WIS +7, CHA +8","damage_immunities":"cold, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"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. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Windborn.*** The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. * Cloud Breath.<\/i> The dragon exhales an icy blast in a 60-foot cone that spreads around corners. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed saving throw, or half as much damage on a successful one. * Wind Breath.<\/i> The dragon exhales gale-force winds in a 60-foot line that is 10-feet wide. Creatures in this area must make a DC 19 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 60 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 4th level or lower are immediately dispelled. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage. ***Cloud Form.*** The cloud dragon polymorphs into a Huge cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Copper Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"12 (+1)","CON":"21 (+5)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":11500,"creature_cr":14,"languages":"common, draconic","skills":"Deception +8, Perception +12, Stealth +6","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"184 (16d12+80)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +10, WIS +7, CHA +8","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The adult copper 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 adult copper dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Dungeon Dragon","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"10 (+0)","CON":"25 (+7)","INT":"16 (+3)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral","creature_xp":15000,"creature_cr":16,"languages":"all","skills":"Arcana +8, History +8, Insight +8, Investigation +13, Perception +13, Survival +8","speed":"40 ft., fly 80 ft.","hit_points":"364 (27d12 + 189)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 23","saving_throws":"DEX +5, CON +12, WIS +8, CHA +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"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. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Innate Spellcasting.*** The dungeon dragon's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will alarm, arcane lock, detect magic, detect thoughts, find traps, glyph of warding, identify, knock, scrying, stone shape, wall of stone<\/i> * 3/day each dispel magic, hallucinatory terrain, locate creature, locate object, project image<\/i> ***Labyrinthine Recall.*** The dungeon dragon can perfectly recall any path it has traveled. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Special Equipment.*** The dragon is attuned to a crystal ball, which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball, it can create a new one over the course of 10 days. ***Tail Attack.*** The dragon makes a tail attack. ***Trap Master.*** The dungeon dragon has advantage on saving throws against the effects of traps. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 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.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Confusion Breath (Recharge 5-6).*** The dragon exhales gas in a 60-foot cone that spreads around corners. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Flame Dragon","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"23 (+6)","INT":"17 (+3)","WIS":"14 (+2)","CHA":"20 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":15000,"creature_cr":16,"languages":"common, draconic, giant, ignan, infernal, orc","skills":"Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"212 (17d12 + 102)","armor_class":"19 (natural armor)","senses":", passive perception 22","saving_throws":"DEX +7, CON +11, WIS +7, CHA +10","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Fire Incarnate.*** All fire damage dealt by the dragon ignores fire resistance but not fire immunity. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Frightful Presence.*** 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 frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. ***Shifting Flames.*** The dragon magically polymorphs into a creature that has immunity to fire damage and a size and 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). In 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. ***Tail.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Adult Gold Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"14 (+2)","CON":"25 (+7)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"24 (+7)","creature_size":"huge","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":18000,"creature_cr":17,"languages":"common, draconic","skills":"Insight +8, Perception +14, Persuasion +13, Stealth +8","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"256 (19d12+133)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +8, CON +13, WIS +8, CHA +13","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. The adult gold 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 adult gold dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** 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.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. 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. 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. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Gray Dragon","creature_source":"Tome Of Horrors","STR":"24 (+7)","DEX":"15 (+2)","CON":"21 (+5)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":18000,"creature_cr":17,"languages":"abyssal, aquan, common, draconic, giant","skills":"Perception +14, Stealth +8","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"218 (19d12 + 95)","armor_class":"20 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 24","saving_throws":"DEX +8, CON +11, WIS +8, CHA +9","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. 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. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful of the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Steam Breath (Recharge 5-6).*** The dragon exhales steam in a 60 cone. Creatures in the area must make a DC 19 Constitution saving throw. On a failed saving throw, the creature takes 63 (18d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn't grant resistance to this damage. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Adult Green Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"12 (+1)","CON":"21 (+5)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"common, draconic","skills":"Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"207 (18d12+90)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +10, WIS +7, CHA +8","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. The adult green 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 adult green dragon regains spent legendary actions at the start of its turn. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Kruthik","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"7 (-1)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"kruthik","skills":"","speed":"40 ft., burrow 20 ft., climb 40 ft.","hit_points":"39 (6d8 + 12)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Tunneler.*** The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.","actions":"***Multiattack*** The kruthik makes two stab attacks or two spike attacks. ***Spike*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Stab*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Adult Mist Dragon","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"14 (+2)","CON":"25 (+7)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"21 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral","creature_xp":13000,"creature_cr":15,"languages":"auran, aquan, celestial, common, draconic, ignan, sylvan","skills":"Perception +12, Stealth +7, Survival +7","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"189 (14d12 + 98)","armor_class":"18 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 22","saving_throws":"DEX +7, CON +12, WIS +7, CHA +10","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The mist dragon can breathe both water and air. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. 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. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage. ***Breath Weapon (Recharge 5-6).*** The mist dragon uses one of the following breath weapons. 1. Obscuring Mist.<\/i> The dragon exhales a murky opaque mist in a 60-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). 2. Scalding Mist.<\/i> The dragon exhales a fiery blast of lingering mist in a 60-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins its turn there must make a DC 20 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage. ***Frightful Presence.*** 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. ***Mist Form.*** The mist dragon polymorphs into a Huge cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Adult Mithral Dragon","creature_source":"Tome Of Beasts","STR":"27 (+8)","DEX":"18 (+4)","CON":"21 (+5)","INT":"20 (+5)","WIS":"21 (+5)","CHA":"20 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral","creature_xp":11500,"creature_cr":14,"languages":"celestial, common, draconic, primordial","skills":"Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10","speed":"40 ft., fly 80 ft.","hit_points":"184 (16d12 + 80)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 20","saving_throws":"DEX +9, CON +10, INT +10, WIS +10, CHA +10","damage_immunities":"acid, thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will tongues 5/day each dispel magic, enhance ability ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Spellcasting.*** The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared Cantrips (at will) acid splash, light, mage hand, prestidigitation 1st level (4 slots) charm person, expeditious retreat, magic missile, unseen servant 2nd level (3 slots) blur, hold person, see invisibility 3rd level (3 slots) haste, lightning bolt, protection from energy ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 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.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Breath Weapon (Recharge 5-6).*** A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws. ***Frightful Presence.*** 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 its turn, 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Oblex","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"19 (+4)","CON":"16 (+3)","INT":"19 (+4)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"ooze","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common plus two more languages","skills":"Deception +5, Perception +4, Plus One Of The Following, Arcana +7, History +7, Nature +7, Or Religion +7","speed":"20 ft.","hit_points":"75 (10d8 + 30)","armor_class":"14","senses":"blindsight 60 ft. (blind beyond this distance), passive perception 14","saving_throws":"INT +7, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, prone","abilities":"***Amorphous.*** The oblex can move through a space as narrow as 1 inch wide without squeezing. ***Aversion to Fire.*** If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ***Innate Spellcasting.*** The oblex's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components * 3/day each charm person <\/i>(as 5th-level spell), color spray, detect thoughts, hold person <\/i>(as 3rd-level spell) ***Sulfurous Impersonation.*** As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.","actions":"***Eat Memories*** The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ***Multiattack*** The oblex makes one pseudopod attack and uses Eat Memories. ***Pseudopod*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage."} {"creature_name":"Adult Red Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"10 (0)","CON":"25 (+7)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"21 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"common, draconic","skills":"Perception +13, Stealth +6","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"256 (19d12+133)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +13, WIS +7, CHA +11","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. The adult red 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 adult red dragon regains spent legendary actions at the start of its turn. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** 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.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Lair Actions.*** On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can't use the same effect two rounds in a row: >* Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. >* A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. >* Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Rime Worm","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"3 (-4)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"","speed":"30 ft., swim 30 ft, burrow (snow, ice) 30 ft.","hit_points":"105 (10d10 + 50)","armor_class":"15 (natural armor)","senses":"darkvision 200 ft., passive perception 12","saving_throws":"STR +8, CON +8","damage_immunities":"cold, necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Born of Rime.*** A rime worm can breathe air or water with equal ease. ***Ringed by Ice and Death.*** A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately.","actions":"***Black Ice Spray (Recharge 5-6).*** The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. ***Devour.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage. ***Multiattack.*** The rime worm makes two tendril attacks. ***Tendril.*** Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled."} {"creature_name":"Adult Sea Dragon","creature_source":"Tome Of Beasts","STR":"25 (+7)","DEX":"10 (+0)","CON":"23 (+6)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":15000,"creature_cr":16,"languages":"common, draconic","skills":"Perception +12, Stealth +5","speed":"40 ft., fly 80 ft., swim 60 ft.","hit_points":"225 (18d12 + 108)","armor_class":"19 (natural armor)","senses":", passive perception 22","saving_throws":"DEX +5, CON +11, WIS +7, CHA +9","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Siege Monster.*** The dragon deals double damage to objects and structures. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. ***Tidal Breath (Recharge 5-6).*** The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."} {"creature_name":"Adult Silver Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"10 (0)","CON":"25 (+7)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"21 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":15000,"creature_cr":16,"languages":"common, draconic","skills":"Arcana +8, History +8, Perception +11, Stealth +5","speed":"40 ft., fly 80 ft.","hit_points":"243 (18d12+126)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +12, WIS +6, CHA +10","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The adult silver 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 adult silver dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** 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.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Adult Void Dragon","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"10 (+0)","CON":"25 (+7)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"21 (+5)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":11500,"creature_cr":14,"languages":"common, draconic, void speech","skills":"Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5","speed":"40 ft., fly 80 ft. (hover)","hit_points":"229 (17d12 + 119)","armor_class":"19 (natural armor)","senses":", passive perception 21","saving_throws":"DEX +5, CON +12, WIS +6, CHA +10","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Chill of the Void.*** Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Void Cache (Costs 3 Actions).*** The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard. ***Void Dweller.*** As ancient void dragon. ***Void Slip (Costs 2 Actions).*** The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. ***Void Twist.*** When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 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.","actions":"***Aura of Madness.*** As ancient void dragon, with DC 18 Wisdom saving throw. ***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons: ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage. ***Gravitic Breath.*** The dragon exhales a 60-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, must make a DC 20 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. ***Multiattack.*** The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. ***Stellar Flare Breath.*** The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. ***Teleport.*** The dragon magically teleports to any open space within 100 feet."} {"creature_name":"Adult White Dragon","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"10 (0)","CON":"22 (+6)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"common, draconic","skills":"Perception +11, Stealth +5","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","hit_points":"200 (16d12+96)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +11, WIS +6, CHA +6","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The adult white 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 adult white dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Adult Wind Dragon","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"19 (+4)","CON":"22 (+6)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":18000,"creature_cr":17,"languages":"common, draconic, primordial","skills":"Acrobatics +10, Intimidation +10, Perception +14, Stealth +10","speed":"40 ft., fly 90 ft.","hit_points":"237 (19d12 + 114)","armor_class":"19 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 24","saving_throws":"DEX +10, CON +12, WIS +8, CHA +10","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, paralyzed, restrained","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Fog Vision.*** The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components At will feather fall 3/day lightning bolt ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Uncontrollable.*** The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. ***Whirling Winds.*** Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. ***Breath of Gales (Recharge 5-6).*** The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Frightful Presence.*** 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 repeats the saving throw at the end of its turn, 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. ***Multiattack.*** The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Advanced Demilich","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"20 (+5)","INT":"23 (+6)","WIS":"20 (+5)","CHA":"23 (+6)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":62000,"creature_cr":24,"languages":"all, telepathy 120 ft.","skills":"Arcana +13, History +13, Perception +12, Religion +13","speed":"0 ft., fly 30 ft. (hover)","hit_points":"172 (23d4 + 115)","armor_class":"21 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"CON +12, INT +13, WIS +12","damage_immunities":"necrotic, poison, psychic; bludgeoning,","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"charmed, deafened, exhaustion,","abilities":"***Annulment.*** If the demi-lich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Bone Dust.*** Blinding bone dust swirls magically around the demi-lich. Each creature within 5 feet of the demi-lich must succeed on a DC 17 Constitution saving throw or be blinded until the end of the creature's next turn. ***Flight.*** The demi-lich can move up to its full movement speed and does not invoke opportunity attacks while doing so. ***Frightening Glare (Costs 2 Actions).*** The demi-lich targets one creature it can see within 60 feet of it. If the target can see the demilich, it must succeed on a DC 17 Wisdom saving throw against this magic or become frightened until the end of the demi-lich's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare effect for the next 24 hours. ***Legendary Resistance (3/day).*** If the demi-lich fails a saving throw, it can choose to succeed instead. ***Profane Curse (Costs 3 Actions).*** The demi-lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on ability checks, attack rolls, and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. The demi-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 demi-lich regains spent legendary actions at the start of its turn. ***Spellcasting.*** The demi-lich is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It has the following spells prepared Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) detect magic, magic missile, shield, thunderwave<\/i> * 2nd level (3 slots) acid arrow, detect thoughts, invisibility, mirror image<\/i> * 3rd level (3 slots) animate dead, counterspell, dispel magic, fireball<\/i> * 4th level (3 slots) blight, dimension door<\/i> * 5th level (3 slots) cloudkill, scrying<\/i> * 6th level (1 slot) disintegrate, globe of invulnerability<\/i> * 7th level (1 slot) finger of death, plane shift<\/i> * 8th level (1 slot) dominate monster, power word stun<\/i> * 9th level (1 slot) power word kill<\/i> ***Turn Immunity.*** The demi-lich is immune to effects that turn undead. piercing, and slashing from nonmagical weapons\" from magical weapons\" frightened, paralyzed, petrified, poisoned, prone, stunned\"","actions":"***Drain Life.*** Each non-undead creature within 10 feet of the demi-lich must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage, and the demi-lich regains hit points equal to the total dealt to all targets. ***Soul Shatter (Recharge 6).*** The demi-lich emits a string of vile words of power. All creatures within 30 feet of the demi-lich that it can see must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn."} {"creature_name":"Aeorian Absorber","creature_source":"Explorers Guide To Wildemount","STR":"21 (+5)","DEX":"18 (+4)","CON":"18 (+4)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":5900,"creature_cr":10,"languages":"understands draconic but can't speak","skills":"Perception +6, Stealth +8, Survival +6","speed":"40 ft.","hit_points":"171 (18d10 + 72)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"WIS +6, CHA +3","damage_immunities":"radiant, necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The absorber has advantage on saving throws against spells and other magical effects. ***Pounce.*** If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action. ***Tail Ray.*** When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage. ***Mind Bolt.*** Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage. ***Multiattack.*** The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws."} {"creature_name":"Aeorian Nullifier","creature_source":"Explorers Guide To Wildemount","STR":"19 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"understands draconic but can't speak","skills":"Perception +6, Survival +6","speed":"40 ft.","hit_points":"180 (19d10 + 76)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"WIS +6, CHA +8","damage_immunities":"radiant, necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Counterspell.*** The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect. ***Horrid Gnashing.*** The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn * 1-4 The creature is stunned until the end of the turn. * 5-6 The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier. * 7-8 The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing. ***Innate Spellcasting.*** The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will counterspell <\/i>(see \"Reactions\" below), detect magic, dispel magic, see invisibility<\/i> * 1/day antimagic field<\/i> ***Magic Resistance.*** The nullifier has advantage on saving throws against spells and other magical effects.","actions":"***Bites.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature. ***Multiattack.*** The nullifier makes three attacks: one with its bites and two with its claws."} {"creature_name":"Aeorian Reverser","creature_source":"Explorers Guide To Wildemount","STR":"21 (+5)","DEX":"16 (+3)","CON":"18 (+4)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"understands draconic but can't speak","skills":"Perception +5, Stealth +6, Survival +5","speed":"40 ft., climb 40 ft.","hit_points":"133 (14d10 + 56)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"WIS +5, CHA +2","damage_immunities":"radiant, necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The reverser has advantage on saving throws against spells and other magical effects. ***Reversal.*** When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage. ***Multiattack.*** The reverser makes three attacks: one with its bite and two with its claws."} {"creature_name":"Aerial Assault Gnome","creature_source":"Tome Of Horrors","STR":"8 (-1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"16 (+3)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid (gnome)","creature_alignment":"chaotic neutral","creature_xp":3900,"creature_cr":8,"languages":"common, gnome","skills":"History +6, Perception +6, Investigation +6, Acrobatics +8","speed":"20 ft., fly 60 ft.","hit_points":"44 (8d6 + 16)","armor_class":"18 (armored flight suit)","senses":"darkvision 60 ft., tremorsense 120 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Agile Flight.*** The gnome may use his mechawings to hover in place and may make hairpin turns, granting him an AC bonus of +2 while flying. ***Armored Flight Suit.*** The aerial assault gnome wears a futuristic suit of lightweight, yet extremely strong, mechanized armor that provides comfort and protection. ***Gnome Cunning.*** The aerial assault gnome has advantage on all spells and magical effects that require an Intelligence, Wisdom, or Charisma saving throw. ***Point Defense.*** Any creature moving within 20 feet of the aerial assault gnome is blasted by his point defense cannons for 7 (3d4) piercing damage.","actions":"***Cog Thrower.*** Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 10 (3d6) slashing damage. A stream of razor-sharp cogs is propelled from the gnome's hollow metallic club. ***Last Resort.*** Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. The gnome whips his enemy with the still hot metal barrels of his cog thrower. ***Multiattack.*** The aerial assault gnome can make two attacks: one with his cog thrower and one with Last Resort. ***Strafing Run (3/day).*** Ranged Weapon Attack: +8 to hit, range 120/400 ft., one target. Hit: a point the gnome can see. A blast of fire emanates from the target point. Any creatures in a 20-foot radius of the target must succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Aerisi Kalinoth","creature_source":"Elemental Evil","STR":"8 (-1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"17 (+3)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"auran, common, elvish","skills":"Arcana +6, History +6, Perception +3","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"13 (16 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep. ***Howling Defeat.*** When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind. ***Legendary Resistance (2/Day).*** If Aerisi fails a saving throw, she can choose to succeed instead. ***Spellcasting.*** Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared * Cantrips (at will) gust, mage hand, message, prestidigitation, ray of frost, shocking grasp<\/i> * 1st level (4 slots) charm person, feather fall, mage armor, thunderwave<\/i> * 2nd level (3 slots) dust devil, gust of wind, invisibility<\/i> * 3rd level (3 slots) fly, gaseous form, lightning bolt<\/i> * 4th level (3 slots) ice storm, storm sphere<\/i> * 5th level (2 slots) cloudkill, seeming<\/i> (cast each day) * 6th level (1 slot) chain lightning<\/i>","actions":"***Windvane.*** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage."} {"creature_name":"Aeshma (Rage Demon)","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"18 (+4)","CON":"26 (+8)","INT":"14 (+2)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"abyssal, celestial, draconic, telepathy 120 ft.","skills":"Intimidation +7, Perception +11, Survival +7","speed":"40 ft., fly 60 ft.","hit_points":"216 (16d10 + 128)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft., passive perception 21","saving_throws":"DEX +8, WIS +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will blight, detect evil and good, dispel magic<\/i> * 3/day each bestow curse, web<\/i> ***Magic Resistance.*** The aeshma demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The aeshma demon's weapon attacks are magical. ***Reckless.*** At the start of its turn, the aeshma demon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. from nonmagical weapons\"","actions":"***Claws.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Multiattack.*** The aeshma demon makes two melee attacks. ***Spear.*** Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 19 (3d8 + 6) piercing damage. ***Summon Demon (1/day).*** The demon chooses what to summon and attempts a magical summoning. An aeshma has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A 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."} {"creature_name":"Air Elemental","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"20 (+5)","CON":"14 (+2)","INT":"6 (-2)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"auran","skills":"","speed":"fly 90 ft. (hover)","hit_points":"90 (12d10+24)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Air Form.*** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","actions":"***Multiattack.*** The elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ***Whirlwind (Recharge 4-6).*** Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and 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 was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."} {"creature_name":"Air Elemental Myrmidon","creature_source":"Elemental Evil","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"9 (-1)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"auran, one language of its creator's choice","skills":"","speed":"30 ft., fly 30 ft.","hit_points":"117 (18d8+36)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, petrified, poisoned, prone","abilities":"***Magic Weapons.*** The myrmidon's weapon attacks are magical.","actions":"***Flail.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ***Lightning Strike (Recharge 6).*** The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn. ***Multiattack.*** The myrmidon makes three flail attacks."} {"creature_name":"Akyishigal, Demon Lord Of Cockroaches","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"17 (+3)","CON":"22 (+6)","INT":"19 (+4)","WIS":"14 (+2)","CHA":"24 (+7)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"abyssal, common, draconic, elvish, infernal; telepathy 60 ft.","skills":"Acrobatics +11, Athletics +9, Perception +6, Stealth +11","speed":"40 ft., burrow 20 ft., climb 40 ft., fly 40 ft.","hit_points":"138 (12d10 + 72)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., truesight 60 ft., passive perception 16","saving_throws":"STR +9, DEX +7, CON +10, WIS +6, CHA +11","damage_immunities":"cold, lightning, poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Akyishigal can take 2 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. Akyishigal regains spent legendary actions at the start of its turn. ***Innate Spellcasting.*** Akyishigal's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will detect evil and good, magic circle, teleport 3/day dispel magic, insect plague (6th level), shapechange (vermin only) 1/day contagion (always filth fever) ***Magic Resistance.*** Akyishigal has advantage on saving throws against spells and other magical effects. ***Skitter.*** Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity. ***Spellcasting (Costs 2 Actions).*** Akyishigal casts insect plague from its innate spellcasting ability. ***Summon Demon (1/Day).*** Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, 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. ***Teleport.*** Akyishigal may teleport within line of sight.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ***Cloak of Swarms (Recharge 5-6).*** Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn't have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets. ***Multiattack.*** Akyishigal makes four claw attacks."} {"creature_name":"Al-Aeshma Genie","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"15 (+2)","CON":"22 (+6)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"auran, common, ignan","skills":"","speed":"30 ft., fly 90 ft. (hover)","hit_points":"172 (15d10 + 90)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"DEX +6, WIS +7, CHA +9","damage_immunities":"lightning, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Air Hatred.*** The al-Aeshma has advantage on attack rolls against airborne opponents. ***Bound.*** The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder. ***Elemental Demise.*** When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying. ***Ill Wind.*** As a bonus action when in gaseous form, the al.Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action. ***Innate Spellcasting.*** The al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components At will detect evil and good, detect magic, thunderwave 3/day each destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk 1/day each creation, gaseous form, insect plague, invisibility, major image ***Regeneration.*** The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al.Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate.","actions":"***Dust Devil.*** A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil. ***Multiattack.*** The al-Aeshma makes three scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage."} {"creature_name":"Ala","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"16 (+3)","CON":"18 (+4)","INT":"10 (+0)","WIS":"16 (+3)","CHA":"8 (-1)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, draconic","skills":"Athletics +8, Perception +9, Stealth +6","speed":"30 ft., fly 40 ft.","hit_points":"127 (15d8 + 60)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 19","saving_throws":"","damage_immunities":"lightning, poison, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Flyby.*** The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Poison Flesh.*** The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage. ***Storm's Strength.*** If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Lightning's Kiss (Recharge 5-6).*** One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The ala makes two claw attacks or one claw and one bite attack."} {"creature_name":"Albino Cave Spider","creature_source":"Tome Of Horrors","STR":"4 (-3)","DEX":"14 (+2)","CON":"10 (+0)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"3 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +4, Stealth +4","speed":"20 ft., climb 10 ft.","hit_points":"2 (1d4)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must attempt a DC 13 Constitution saving throw taking 2 (1d4) poison damage on a failure. If the target misses its saving throw by 5 or more, it is poisoned for 1 hour."} {"creature_name":"Albino Dwarf Spirit Warrior","creature_source":"Tomb Of Annihilation","STR":"13 (+1)","DEX":"13 (+1)","CON":"17 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"any alignment","creature_xp":200,"creature_cr":1,"languages":"common, dwarvish","skills":"Perception +4, Stealth +3, Survival +4","speed":"25 ft.","hit_points":"30 (4d8 +12)","armor_class":"13 (hide armor)","senses":"darkvision 60ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dwarven Resilience.*** The dwarf has advantage on saving throws against poison. ***Innate Spellcasting.*** The dwarf's innate spell casting ability is Wisdom. It can inn ately cast the following spells, requiring no material components * 1/day each hunter's mark, jump, pass without trace, speak with animals, speak with plants<\/i>","actions":"***Handaxe.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +1) slashing damage."} {"creature_name":"Albino Dwarf Warrior","creature_source":"Tomb Of Annihilation","STR":"13 (+1)","DEX":"13 (+1)","CON":"17 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"any alignment","creature_xp":50,"creature_cr":0.25,"languages":"common, dwarvish","skills":"Perception +4, Stealth +3, Survival +4","speed":"25 ft.","hit_points":"30 (4d8 +12)","armor_class":"13 (hide armor)","senses":"darkvision 60ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dwarven Resilience.*** The dwarf has advantage on saving throws against poison.","actions":"***Handaxe.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +1) slashing damage."} {"creature_name":"Aldani (Lobsterfolk)","creature_source":"Tomb Of Annihilation","STR":"13 (+1)","DEX":"8 (-1)","CON":"12 (+1)","INT":"10 (0)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"lawful neutral","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Perception +4, Survival +4","speed":"20 ft., swim 30 ft.","hit_points":"49 (9d8 +9)","armor_class":"14 (natural armor)","senses":"darkvision 60ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The aldani can breathe air and water.","actions":"***Claw.*** Mele Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target. ***Multiattack.*** The aldani makes two attacks with its claws."} {"creature_name":"Alehouse Drake","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"16 (+3)","CON":"19 (+4)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, draconic","skills":"Deception +5, Insight +3, Persuasion +5","speed":"40 ft., fly 80 ft.","hit_points":"65 (10d4 + 40)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Forgetful Spellcasting.*** When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting. ***Innate Spellcasting.*** The drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will friends, vicious mockery<\/i> * 5/day each calm emotions, dissonant whispers, ray of sickness, hideous laughter<\/i> * 3/day each confusion, invisibility<\/i>","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Breath Weapon (Recharge 5-6).*** An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ***Discombobulating Touch.*** An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect."} {"creature_name":"Algorith","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"14 (+2)","CON":"19 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful neutral","creature_xp":5900,"creature_cr":10,"languages":"common, celestial, draconic, infernal","skills":"Athletics +9, Insight +7, Investigation +5, Perception +7","speed":"40 ft., fly 40 ft.","hit_points":"136 (16d8 + 64)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"DEX +6, CON +8, WIS +7, CHA +8","damage_immunities":"poison","damage_resistances":"acid, cold, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The algorith is immune to any spell or effect that would alter its form. ***Innate Spellcasting.*** The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will aid, blur, detect magic, dimension door<\/i> * 5/day each dispel magic<\/i> * 1/day commune <\/i>(5 questions), wall of force<\/i>","actions":"***Cone of Negation (Recharge 5-6).*** An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target. ***Logic Razor.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage. ***Multiattack.*** The algorith makes two logic razor attacks. ***Reality Bomb (5/Day).*** The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."} {"creature_name":"Alhoon","creature_source":"Volos Guide","STR":"11 (0)","DEX":"12 (+1)","CON":"16 (+3)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"any evil alignment","creature_xp":5900,"creature_cr":10,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5","speed":"30 ft.","hit_points":"120 (16d8+48)","armor_class":"15 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +7, INT +8, WIS +7, CHA +7","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, lightning, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting (Psionics).*** The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components * At will detect thoughts, levitate<\/i> * 1/day each dominate monster, plane shift<\/i> (self only) ***Magic Resistance.*** The alhoon has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared * Cantrips (at will) chill touch, dancing lights, mage hand, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) detect magic, disguise self, magic missile, shield<\/i> * 2nd level (3 slots) invisibility, mirror image, scorching ray<\/i> * 3rd level (3 slots) counterspell, fly, lightning bolt<\/i> * 4th level (3 slots) confusion, Evard's black tentacles, phantasmal killer<\/i> * 5th level (2 slots) modify memory, wall of force<\/i> * 6th level (1 slot) disintegrate, globe of invulnerability<\/i> ***Turn Resistance.*** The alhoon has advantage on saving throws against any effect that turns undead.","actions":"***Chilling Grasp.*** Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. ***Mind Blast (Recharge 5-6).*** The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Alkilith","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"19 (+4)","CON":"22 (+6)","INT":"6 (-2)","WIS":"11 (0)","CHA":"7 (-1)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"understands abyssal but can't speak","skills":"Stealth +8","speed":"40 ft.","hit_points":"157 (15d8 + 90)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"DEX +8, CON +10","damage_immunities":"poison","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Amorphous.*** The alkilith can move through a space as narrow as 1 inch wide without squeezing. ***False Appearance.*** While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. ***Foment Madness.*** Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. ***Magic Resistance.*** The alkilith has advantage on saving throws against spells and other magical effects.","actions":"***Multiattack*** The alkilith makes three tentacle attacks. ***Tentacle*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage."} {"creature_name":"Allip","creature_source":"Mordenkainens Tome Of Foes","STR":"6 (-2)","DEX":"17 (+3)","CON":"10 (0)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"Perception +5, Stealth +6","speed":"0 ft., fly 40 ft. (hover)","hit_points":"40 (9d8)","armor_class":"13","senses":"darkvision 60 ft., passive perception 15","saving_throws":"INT +6, WIS +5","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","actions":"***Howling Babble (Recharge 6)*** Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect. ***Maddening Touch*** Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. ***Whispers of Madness*** The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect."} {"creature_name":"Allip (ToH)","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"11 (+0)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, deep speech","skills":"Perception +3, Stealth +3","speed":"fly 30 ft.","hit_points":"33 (6d8 + 6)","armor_class":"18 (armored flight suit)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Babble.*** The allip incoherently mutters to itself, creating a hypnotic effect. All creatures within 30 ft. that aren't incapacitated must succeed on a DC 11 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ***Madness.*** Anyone targeting an allip with a spell or effect that would make direct contact with its tortured mind must succeed on a DC 11 Wisdom saving throw or take 7 (2d6) psychic damage.","actions":"***Touch of Insanity.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) psychic damage."} {"creature_name":"Allosaurus","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"13 (+1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +5","speed":"60 ft.","hit_points":"51 (6d10+18)","armor_class":"15 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pounce.*** If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."} {"creature_name":"Almiraj","creature_source":"Tomb Of Annihilation","STR":"2 (-4)","DEX":"16 (+3)","CON":"10 (0)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +4, Stealth +5","speed":"50 ft.","hit_points":"3 (1d6)","armor_class":"13","senses":"darkvision 30ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Senses.*** The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.","actions":"***Horn.*** Mele Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 +3) piercing damage."} {"creature_name":"Alquam, Demon Lord Of Night","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"19 (+4)","CON":"23 (+6)","INT":"16 (+3)","WIS":"20 (+5)","CHA":"16 (+3)","creature_size":"huge","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":33000,"creature_cr":21,"languages":"all, telepathy 120 ft.","skills":"Deception +10, Perception +12, Stealth +11","speed":"20 ft., fly 100 ft.","hit_points":"350 (28d12 + 168)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"DEX +11, CON +13, WIS +12","damage_immunities":"cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Alquam 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. Alquam regains spent legendary actions at the start of its turn. ***Alquam's Lair.*** On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can't use the same effect two rounds in a row - Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round. - Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round. - Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round. ***Attack.*** Alquam makes one attack. ***Born of Darkness.*** Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed. ***Innate Spellcasting.*** Alquam's innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components. At will darkness, silence 3/day each fear, invisibility, teleport 1/day circle of death ***Keen Senses.*** Alquam has advantage on Wisdom (Perception) checks that rely on sight. ***Legendary Resistance (3/day).*** If Alquam fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Alquam has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Alquam's weapon attacks are magical. ***Move.*** Alquam flies half its speed without provoking opportunity attacks. ***Regional Effects.*** The region containing Alquam's lair is warped by the demon lord's magic, which creates one or more of the following effects - Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius. - Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms. - Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance. If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Shroud (2 actions).*** Alquam radiates magical darkness in a 30.foot radius. The darkness lasts until the start of Alquam's next turn.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. ***Multiattack.*** Alquam makes one bite attack, one wing attack, and one talons attack. ***Talons.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature. ***Wing.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone."} {"creature_name":"Alseid","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"8 (-1)","WIS":"16 (+3)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, elvish, sylvan","skills":"Nature +3, Perception +5, Stealth +5, Survival +5","speed":"40 ft.","hit_points":"49 (9d8 + 9)","armor_class":"14 (leather armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Woodfriend.*** When in a forest, alseid leave no tracks and automatically discern true north.","actions":"***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Alseid Grovekeeper","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"8 (-1)","WIS":"16 (+3)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"common, elvish, sylvan","skills":"Nature +3, Perception +5, Stealth +5, Survival +5","speed":"40 ft.","hit_points":"71 (13d8 + 13)","armor_class":"15 (studded leather Armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared * Cantrips (at will) druidcraft, guidance, produce flame, shillelagh<\/i> * 1st (4 slots) animal friendship, cure wounds, faerie fire<\/i> * 2nd (3 slots) animal messenger, heat metal, lesser restoration<\/i> * 3rd (2 slots) call lightning, dispel magic<\/i> ***Woodfriend.*** When in a forest, alseid leave no tracks and automatically discern true north.","actions":"***Quarterstaff.*** Melee Weapon Attack: +3 to hit (+5 with shillelagh<\/i>), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh<\/i>. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage."} {"creature_name":"Amalgamation","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"18 (+4)","INT":"2 (-4)","WIS":"15 (+2)","CHA":"1 (-5)","creature_size":"gargantuan","creature_type":"construct","creature_alignment":"neutral","creature_xp":11500,"creature_cr":14,"languages":"understands the languages of its creator but can't speak","skills":"Perception +3, Stealth +3","speed":"10 ft., fly 50 ft.","hit_points":"435 (30d20 + 120)","armor_class":"16","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning,","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Immutable Form.*** The amalgamation is immune to any spell or effect that would alter its form. ***Item Use.*** The amalgamation can use any of the items contained within its bulk. Items with limited uses, such as potions, scrolls, or wands, are expended normally. ***Magic Resistance.*** The amalgamation has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The amalgamation's weapon attacks are magical. ***Swarm Attack.*** The amalgamation can occupy another creature's space and vice versa, damaging the creature with the flying weapons and objects composing its bulk. Any creature that starts their turn in the same space as the amalgamation must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) slashing damage. piercing, and slashing from nonmagical weapons that aren't adamantine\" paralyzed, petrified, poisoned\"","actions":"***Mace.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. ***Multiattack.*** The amalgamation makes four melee attacks. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ***Sword.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage."} {"creature_name":"Amber Ooze","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"8 (-1)","CON":"14 (+2)","INT":"1 (-5)","WIS":"1 (-5)","CHA":"1 (-5)","creature_size":"tiny","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"10 ft., climb 10 ft.","hit_points":"13 (3d4 + 6)","armor_class":"8","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 5","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***False Appearance.*** The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move. ***Infuse.*** A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host's body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host's body. The amber ooze has total cover from effects outside the host's body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points, its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration<\/i>.","actions":"***Attach.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength (Athletics) check to pull the ooze from the creature it is attached to."} {"creature_name":"Ambush Drake","creature_source":"Tyranny Of Dragons","STR":"13 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"4 (-3)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"understands draconic but can't speak it","skills":"Perception +4, Stealth +4","speed":"30 ft.","hit_points":"22 (4d6+8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Surprise Attack.*** If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."} {"creature_name":"Amnizu","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"13 (+1)","CON":"16 (+3)","INT":"20 (+5)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":20000,"creature_cr":18,"languages":"common, infernal, telepathy 1,000 ft.","skills":"Perception +7","speed":"30 ft., fly 40 ft.","hit_points":"202 (27d8 + 81)","armor_class":"21 (natural armor)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"DEX +7, CON +9, WIS +7, CHA +10","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the amnizu's darkvision. ***Innate Spellcasting.*** The amnizu's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components * At will charm person, command<\/i> * 3/day each dominate person, fireball<\/i> * 1/day each dominate monster, feeblemind<\/i> ***Magic Resistance.*** The amnizu has advantage on saving throws against spells and other magical effects.","actions":"***Disruptive Touch*** Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ***Forgetfulness (Recharge 6)*** The amnizu targets one creature it can see within 60 feet of it. That creature must make a DC 18 Intelligence saving throw and on a failure the target is stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ***Multiattack*** The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ***Poison Mind*** The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn. ***Taskmaster Whip*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage."} {"creature_name":"Amnizu (variant)","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"13 (+1)","CON":"16 (+3)","INT":"20 (+5)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":20000,"creature_cr":18,"languages":"common, infernal, telepathy 1,000 ft.","skills":"Perception +7","speed":"30 ft., fly 40 ft.","hit_points":"202 (27d8 + 81)","armor_class":"21 (natural armor)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"DEX +7, CON +9, WIS +7, CHA +10","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the amnizu's darkvision. ***Innate Spellcasting.*** The amnizu's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components * At will charm person, command<\/i> * 3/day each dominate person, fireball<\/i> * 1/day each dominate monster, feeblemind<\/i> ***Magic Resistance.*** The amnizu has advantage on saving throws against spells and other magical effects.","actions":"***Disruptive Touch*** Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ***Forgetfulness (Recharge 6)*** The amnizu targets one creature it can see within 60 feet of it. That creature must make a DC 18 Intelligence saving throw and on a failure the target is stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ***Multiattack*** The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ***Poison Mind*** The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn. ***Summon Devil (1/Day)*** The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action ***Taskmaster Whip*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage."} {"creature_name":"Amphiptere","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"18 (+4)","CON":"17 (+3)","INT":"2 (-4)","WIS":"16 (+3)","CHA":"6 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +5","speed":"20 ft., climb 20 ft., fly 60 ft., swim 20 ft.","hit_points":"60 (8d8 + 24)","armor_class":"15 (natural armor)","senses":"blindsight 10 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Swarming.*** Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. ***Multiattack.*** The amphiptere makes one bite attack and one stinger attack. ***Stinger.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour."} {"creature_name":"Amphisbaena","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Stealth +6","speed":"20 ft., climb 20 ft., swim 30 ft.","hit_points":"60 (8d10 + 16)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Split.*** The amphisbaena functions normally even if cut in half. If dealt a critical hit with a slashing weapon, the creature is cut in half and continues to function as two separate creatures, each with half of the original amphisbaena's current hit points. The split amphisbaena can rejoin its two halves after completing a short or long rest. If one of the split creatures is slain, the amphisbaena can regrow the lost portion over the course of 1d4 + 2 weeks.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. ***Multiattack.*** The amphisbaena makes one bite attack with each of its two heads."} {"creature_name":"Ancient Black Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"14 (+2)","CON":"25 (+7)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":33000,"creature_cr":21,"languages":"common, draconic","skills":"Perception +16, Stealth +9","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"367 (21d20+147)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +9, CON +14, WIS +9, CHA +11","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The ancient black 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 ancient black dragon regains spent legendary actions at the start of its turn. ***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 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.","actions":"***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Blue Dragon","creature_source":"Monster Manual","STR":"29 (+9)","DEX":"10 (0)","CON":"27 (+8)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":50000,"creature_cr":23,"languages":"common, draconic","skills":"Perception +17, Stealth +7","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"481 (26d20+208)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +15, WIS +10, CHA +12","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. The ancient blue 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 ancient blue dragon regains spent legendary actions at the start of its turn. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Ancient Brass Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"10 (0)","CON":"25 (+7)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":25000,"creature_cr":20,"languages":"common, draconic","skills":"History +9, Perception +14, Persuasion +10, Stealth +6","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"297 (17d20+119)","armor_class":"20 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +13, WIS +8, CHA +10","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The ancient brass 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 ancient brass dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** 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.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons: 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. 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. ***Change Shape.*** 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). In 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. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Bronze Dragon","creature_source":"Monster Manual","STR":"29 (+9)","DEX":"10 (0)","CON":"27 (+8)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":41000,"creature_cr":22,"languages":"common, draconic","skills":"Insight +10, Perception +17, Stealth +7","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"444 (24d20+192)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +15, WIS +10, CHA +12","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. The ancient bronze 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 ancient bronze dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. ***Change Shape.*** 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). In 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. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Ancient Cloud Dragon","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"13 (+1)","CON":"25 (+7)","INT":"21 (+5)","WIS":"18 (+4)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral","creature_xp":41000,"creature_cr":22,"languages":"auran, aquan, common, draconic, giant, sylvan","skills":"Arcana +12, History +12, Insight +11, Nature +12, Perception +18","speed":"40 ft., fly 80 ft.","hit_points":"367 (21d20 + 147)","armor_class":"19 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 28","saving_throws":"DEX +8, CON +14, WIS +11, CHA +11","damage_immunities":"cold, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"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. ***Cold Snaps.*** Frigid cold snaps suddenly appear in areas within 6 miles of the dragon's lair, dropping the temperature to below freezing in minutes. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Freezing Air.*** The dragon causes a 20-foot sphere of air to drop to below freezing temperatures for 24 hours. Creatures in that area that start their turn or enter the area must make a DC 19 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) cold damage, or half as much damage on a successful one. The area affected by the spell is also covered in frost, leaving it difficult terrain for 24 hours. The region containing the ancient cloud dragon's lair is changed by its presence, which creates one or more of the following effects ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Sphere of Fog.*** The cloud dragon causes a 60-foot radius sphere of fog centered on a point anywhere in its lair. The sphere spreads around corners and its area is heavily obscured. The fog remains for 1 hour, or until the dragon dismisses it (no action required), and it cannot be dispersed by wind. On the next initiative count 20, the dragon can move the sphere up to 30 feet in any direction. ***Tail Attack.*** The dragon makes a tail attack. ***Thin Air.*** The air thins at ground level and above, as if the inhabitants stood above altitudes of 10,000 feet or higher, in areas within 6 miles of the dragon's lair. If the dragon dies, these effects fade over 1d10 days. ***Wind Gust.*** The cloud dragon causes a burst of strong wind 60 feet long and 10 feet wide from it in a direction of the dragon's choice. The strong wind lasts until the next initiative count 20. Each creature other than the cloud dragon that starts its turn or enters the area must succeed on a DC 19 Strength saving throw or be pushed 15 feet away from it. In addition, any creature in the area must spend 2 feet of movement for every 1-foot it moves when moving closer to the dragon, and the wind disperses gas or vapor of the dragon's choice, and it extinguishes candles, torches, and similar unprotected flames in the area. ***Wind and Fog.*** Strong winds whip and curl around the dragon's lair, but fog clouds still linger regardless, cloaking the land within 6 miles of the dragon's lair, making it lightly obscured. ***Windborn.*** The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 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. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. * Cloud Breath.<\/i> The dragon exhales an icy blast in a 90-foot cone that spreads around corners. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed saving throw, or half as much damage on a successful one. * Wind Breath.<\/i> The dragon exhales gale-force winds in a 90-foot line that is 10-feet wide. Creatures in this area must make a DC 22 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 90 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 5th level or lower are immediately dispelled. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. ***Cloud Form.*** The cloud dragon polymorphs into a Gargantuan cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. ***Frightful Presence.*** 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 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. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Copper Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"12 (+1)","CON":"25 (+7)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":33000,"creature_cr":21,"languages":"common, draconic","skills":"Deception +11, Perception +17, Stealth +8","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"350 (20d20+140)","armor_class":"21 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +8, CON +14, WIS +10, CHA +11","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The ancient copper 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 ancient copper dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 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.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ***Change Shape.*** 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). In 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. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Frightful Presence.*** 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 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Dungeon Dragon","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"12 (+1)","CON":"25 (+7)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon (shapechanger)","creature_alignment":"neutral","creature_xp":33000,"creature_cr":21,"languages":"all","skills":"Arcana +12, History +12, Insight +10, Investigation +19, Perception +17, Survival +10","speed":"40 ft., fly 80 ft.","hit_points":"490 (28d20 + 196)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 27","saving_throws":"DEX +8, CON +14, WIS +10, CHA +11","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Changing Maze.*** The dungeon dragon manipulates the stone of its labyrinth as if it had cast the stone shape spell, targeting any location ***Detect.*** The dragon makes a Wisdom (Perception) check. 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. ***Illusory Terrain.*** The dungeon dragon uses illusions to subtly manipulate creatures within its lair, as if it had cast the hallucinatory terrain, project image, or mirage arcane spell, targeting any location within its lair that it can see. ***Innate Spellcasting.*** The dungeon dragon's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will alarm, arcane lock, detect magic, detect thoughts, find traps, glyph of warding, identify, knock, scrying, stone shape, wall of stone<\/i> * 3/day each dispel magic, hallucinatory terrain, locate creature, locate object, project image<\/i> * 1/day find the path, maze, mirage arcane, passwall<\/i> ***Labyrinthine Recall.*** The dungeon dragon can perfectly recall any path it has traveled. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Minotaur Meeting.*** Minotaurs are strangely drawn to the area surrounding a dungeon dragon's lair, often seeking to emulate the master of mazes. ***Special Equipment.*** The dragon is attuned to a crystal ball, which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball, it can create a new one over the course of 10 days. ***Stone Walls.*** The dungeon dragon creates walls of stone as if it had cast the wall of stone spell, targeting any location within its lair that it can see. When cast in this way, the dragon does not need to concentrate on the spell and its effects become permanent immediately. The region containing the ancient dungeon dragon's lair is changed by its presence, which creates one or more of the following effects ***Tail Attack.*** The dragon makes a tail attack. ***Trap Master.*** The dungeon dragon has advantage on saving throws against the effects of traps. ***Weather Alteration.*** Once per day, the dungeon dragon can alter the weather in a 6-mile radius centered on its lair. If the dragon dies these effects fade over 1d10 days. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 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. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. ***Change Shape.*** 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). In 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 for class features or legendary actions of that form. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Confusion Breath (Recharge 5-6).*** The dragon exhales gas in a 90-foot cone that spreads around corners. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Dominate.*** One creature the dragon can see within 60 feet of it must succeed on a DC 19 Wisdom saving throw or be charmed for 1 hour. The creature has advantage if the dragon is fighting it. While the creature is charmed, the dragon has a telepathic link with it as long as it and the dragon are on the same plane of existence, and the dragon can issue commands to the creature as long as it is conscious (no action required), which it does its best to obey. The dragon can use an action to take total and precise control of the target. Until the end of the dragon's next turn, the creature takes only the actions the dragon dictates and doesn't do anything that the dragon does not allow it to. In addition, the dragon can also cause the creature to use a reaction, but this requires the dragon to use its reaction as well. The charmed creature can repeat the saving throw whenever it takes damage. If the saving throw succeeds, the spell ends. ***Frightful Presence.*** 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 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. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Flame Dragon","creature_source":"Tome Of Beasts","STR":"23 (+6)","DEX":"14 (+2)","CON":"27 (+8)","INT":"19 (+4)","WIS":"16 (+3)","CHA":"22 (+6)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":62000,"creature_cr":24,"languages":"common, draconic, giant, ignan, infernal, orc","skills":"Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"481 (26d20 + 208)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 27","saving_throws":"DEX +9, CON +15, WIS +10, CHA +13","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Fire Incarnate.*** All fire damage dealt by the dragon ignores fire resistance but not fire immunity. ***Flame Dragon's Lair.*** On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row. - A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can't stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check. - A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Regional Effects.*** The region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects - Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. - Temperatures rise within 6 miles of the lair. Crops wither, producing famines. - Sulfur geysers form in and around the dragon's lair. Some of them erupt only once an hour, so they're spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. 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 fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Frightful Presence.*** 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 frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. ***Shifting Flames.*** The dragon magically polymorphs into a creature that has immunity to fire damage and a size and 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). In 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. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Ancient Gold Dragon","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"14 (+2)","CON":"29 (+9)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"28 (+9)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":62000,"creature_cr":24,"languages":"common, draconic","skills":"Insight +10, Perception +17, Persuasion +16, Stealth +9","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"546 (28d20+252)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +9, CON +16, WIS +10, CHA +16","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. The ancient gold 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 ancient gold dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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. ***Change Shape.*** 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). In 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. ***Claw.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage."} {"creature_name":"Ancient Gray Dragon","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"14 (+2)","CON":"25 (+7)","INT":"19 (+4)","WIS":"17 (+4)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":33000,"creature_cr":21,"languages":"abyssal, aquan, common, draconic, giant","skills":"Perception +18, Stealth +9","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"455 (26d20 + 182)","armor_class":"21 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 28","saving_throws":"DEX +9, CON +14, WIS +11, CHA +11","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Control Water.*** The dragon can cause an area of water to act as if the spell control water<\/i> was cast on it. The dragon does not have to concentrate on this effect, and it remains active for the duration or until the dragon dismisses it (no action required). The region containing the ancient gray dragon's lair is changed by its presence, which creates one or more of the following effects ***Dead Water.*** A 30-foot cube of water the dragon can see within 120 feet of it stagnates and becomes unable to support life of any kind. Aquatic creatures or creatures benefiting from spells such as waterbreathing cannot survive in the area and begin suffocating. The dragon can end this effect at any time. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Heavy Tides.*** Tides are supernaturally heavy and inundate coastal areas, causing massive flooding. If the dragon dies, these effects fade over 1d10 days. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Obscuring Fog.*** Twenty-foot areas of fog and steam dot the landscape within 6 miles of the lair. These areas are heavily obscured. 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. ***Steam Cloud.*** The dragon causes an area of water within 120 feet of it to superheat, creating a cloud of fog in a 60-foot radius sphere. The sphere spreads around corners and its area is heavily obscured. The fog cloud remains for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 7 (2d6) fire damage. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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 of the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Steam Breath (Recharge 5-6).*** The dragon exhales steam in a 90-foot cone. Creatures in the area must make a DC 22 Constitution saving throw. On a failed saving throw, the creature takes 80 (23d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn't grant resistance to this damage. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Ancient Green Dragon","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"12 (+1)","CON":"25 (+7)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":41000,"creature_cr":22,"languages":"common, draconic","skills":"Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"385 (22d20+154)","armor_class":"21 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +8, CON +14, WIS +10, CHA +11","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. The ancient green 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 ancient green dragon regains spent legendary actions at the start of its turn. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 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.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. ***Frightful Presence.*** 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 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Mist Dragon","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"14 (+2)","CON":"26 (+8)","INT":"12 (+1)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral","creature_xp":25000,"creature_cr":20,"languages":"auran, aquan, celestial, common, draconic, elvish, gnome, ignan, sylvan","skills":"Perception +14, Stealth +8, Survival +8","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"333 (18d20 + 144)","armor_class":"19 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 24","saving_throws":"DEX +8, CON +14, WIS +8, CHA +8","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The mist dragon can breathe both water and air. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Difficult Plants.*** Plant life of all kinds flourishes, and sentient plant life flocks to the area, and makes trekking to the dragon's lair difficult. If the dragon dies, these effects fade over 1d10 days. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. 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. ***Rain.*** The dragon causes rain to fall as if it had cast the create or destroy water spell as a 9th level spell (creating rainfall within a 70-foot cube) on an area within 120 feet of it that it can see. ***Steam Cloud.*** Scalding steam condenses into an area in a 20-foot sphere centered on a point within 120 feet of the mist dragon. Creatures who enter the area or begin their turn within it must make a DC 16 Constitution saving throw, taking 16 (4d6 + 2) fire damage on a failed saving throw, or half as much damage on a success. The mist cloud heavily obscures the area and remains until the next initiative count 20. ***Tail Attack.*** The dragon makes a tail attack. ***Tropical Atmosphere.*** The dragon's presence causes extreme moisture and humidity, creating a tropical atmosphere within 6 miles of the dragon's lair. ***Wind Barrier.*** The dragon causes strong winds to form barriers, as if it had cast the wind wall spell at a point it can see within 120 feet of it. The effects last until the dragon uses this lair action again, or until the dragon dies. The region containing the ancient mist dragon's lair is changed by its presence, which creates one or more of the following effects ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet 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. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. ***Breath Weapon (Recharge 5-6).*** The mist dragon uses one of the following breath weapons. 1. Obscuring Mist.<\/i> The dragon exhales a murky opaque mist in a 90-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). 2. Scalding Mist.<\/i> The dragon exhales a fiery blast of lingering mist in a 90-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins its turn there must make a DC 22 Constitution saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. ***Mist Form.*** The mist dragon polymorphs into a Gargantuan cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Mithral Dragon","creature_source":"Tome Of Beasts","STR":"29 (+9)","DEX":"16 (+3)","CON":"25 (+7)","INT":"24 (+7)","WIS":"25 (+7)","CHA":"24 (+7)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral","creature_xp":20000,"creature_cr":18,"languages":"celestial, common, draconic, primordial","skills":"Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13","speed":"40 ft., fly 80 ft.","hit_points":"297 (17d20 + 119)","armor_class":"20 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 23","saving_throws":"DEX +9, CON +13, INT +13, WIS +13, CHA +13","damage_immunities":"acid, thunder","damage_resistances":"bludgeoning, piercing, and slashing from","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components At will tongues 5/day each counterspell, dispel magic, enhance ability ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Mithral Shards.*** Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled. ***Spellcasting.*** The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared Cantrips (at will) acid splash, light, mage hand, minor illusion, prestidigitation 1st level (4 slots) charm person, expeditious retreat, magic missile, unseen servant 2nd level (3 slots) blur, hold person, see invisibility 3rd level (3 slots) haste, lightning bolt, protection from energy 4th level (3 slots) dimension door, stoneskin, wall of fire 5th level (2 slots) polymorph, teleportation circle 6th level (1 slot) guards and wards 7th level (1 slot) forcecage 8th level (1 slot) antimagic field ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. ***Breath Weapon (Recharge 5-6).*** A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws. ***Frightful Presence.*** 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 its turn, 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage."} {"creature_name":"Ancient Red Dragon","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"10 (0)","CON":"29 (+9)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":62000,"creature_cr":24,"languages":"common, draconic","skills":"Perception +16, Stealth +7","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"546 (28d20+252)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +16, WIS +9, CHA +13","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. The ancient red 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 ancient red dragon regains spent legendary actions at the start of its turn. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. ***Claw.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage."} {"creature_name":"Ancient Sea Dragon","creature_source":"Tome Of Beasts","STR":"29 (+9)","DEX":"10 (+0)","CON":"27 (+8)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":41000,"creature_cr":22,"languages":"common, draconic, infernal, primordial","skills":"Perception +17, Stealth +7","speed":"40 ft., fly 80 ft., swim 80 ft.","hit_points":"481 (26d20 + 208)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 27","saving_throws":"DEX +7, CON +15, WIS +10, CHA +12","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Regional Effects.*** The region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects - Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. - Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. - Storms and rough water are more common within 6 miles of the lair. If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. ***Sea Dragon's Lair.*** On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can't use the same effect two rounds in a row - Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. - The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall's space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. - The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round. ***Siege Monster.*** The dragon deals double damage to objects and structures. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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'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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. ***Tidal Breath (Recharge 5-6).*** The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."} {"creature_name":"Ancient Silver Dragon","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"10 (0)","CON":"29 (+9)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":50000,"creature_cr":23,"languages":"common, draconic","skills":"Arcana +11, History +11, Perception +16, Stealth +7","speed":"40 ft., fly 80 ft.","hit_points":"487 (25d20+225)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +16, WIS +9, CHA +13","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"The ancient silver 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 ancient silver dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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. ***Change Shape.*** 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). In 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. ***Claw.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. ***Frightful Presence.*** 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. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage."} {"creature_name":"Ancient Titan","creature_source":"Tome Of Beasts","STR":"27 (+8)","DEX":"13 (+1)","CON":"22 (+6)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"gargantuan","creature_type":"celestial","creature_alignment":"neutral good","creature_xp":8400,"creature_cr":12,"languages":"common, giant, primordial, titan, telepathy 120 ft.","skills":"Athletics +14, Intimidation +9, Perception +7","speed":"50 ft.","hit_points":"198 (12d20 + 72)","armor_class":"15 (breastplate)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"CON +10, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components 3/day power word stun 1/day power word kill ***Magic Resistance.*** The ancient titan has advantage on saving throws against spells and other magical effects.","actions":"***Eldritch Singularity (Recharge 5-6).*** The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field. ***Greatsword.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage. ***Longbow.*** Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage. ***Multiattack.*** The ancient titan makes two greatsword attacks or two longbow attacks"} {"creature_name":"Ancient Void Dragon","creature_source":"Tome Of Beasts","STR":"28 (+9)","DEX":"10 (+0)","CON":"29 (+9)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":62000,"creature_cr":24,"languages":"celestial, common, draconic, infernal, primordial, void speech","skills":"Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7","speed":"40 ft., fly 80 ft. (hover)","hit_points":"448 (23d20 + 207)","armor_class":"22 (natural armor)","senses":", passive perception 26","saving_throws":"DEX +7, CON +16, WIS +9, CHA +13","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Chill of the Void.*** Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. ***Collapsing Star.*** 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. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Regional Effects.*** 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 - 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. - Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area. - 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. If the dragon dies, these effects fade over the course of 1d10 days. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Void Cache (Costs 3 Actions).*** 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. ***Void Dragon's Lair.*** 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 - 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. - 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. - 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. ***Void Dweller.*** 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. ***Void Slip (Costs 2 Actions).*** 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. ***Void Twist.*** 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.","actions":"***Aura of Madness.*** 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. ***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons: ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage. ***Gravitic Breath.*** 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. ***Multiattack.*** The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. ***Stellar Flare Breath.*** 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. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. ***Teleport.*** The dragon magically teleports to any open space within 100 feet."} {"creature_name":"Ancient White Dragon","creature_source":"Monster Manual","STR":"26 (+8)","DEX":"10 (0)","CON":"26 (+8)","INT":"10 (0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":25000,"creature_cr":20,"languages":"common, draconic","skills":"Perception +13, Stealth +6","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","hit_points":"333 (18d20+144)","armor_class":"20 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +14, WIS +7, CHA +8","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Ancient Wind Dragon","creature_source":"Tome Of Beasts","STR":"28 (+9)","DEX":"19 (+4)","CON":"26 (+8)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":41000,"creature_cr":22,"languages":"common, draconic, dwarvish, elvish, primordial","skills":"Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11","speed":"40 ft., fly 120 ft.","hit_points":"425 (23d20 +184)","armor_class":"20 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 27","saving_throws":"DEX +11, CON +15, WIS +10, CHA +12","damage_immunities":"lightning, ranged weapons","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, paralyzed, restrained","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Fog Vision.*** The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components At will feather fall 5/day each lightning bolt, ice storm ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects. ***Tail Attack.*** The dragon makes a tail attack. ***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. ***Uncontrollable.*** The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. ***Whirling Winds.*** Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons. ***Wind Dragon's Lair.*** 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. - Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. - Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. - A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. ***Breath of Gales (Recharge 5-6).*** The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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. ***Multiattack.*** The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage."} {"creature_name":"Andrenjinyi","creature_source":"Tome Of Beasts","STR":"30 (+10)","DEX":"17 (+3)","CON":"25 (+7)","INT":"10 (+0)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"celestial","creature_alignment":"neutral","creature_xp":13000,"creature_cr":15,"languages":"common, celestial, giant, sylvan","skills":"Arcana +5, Perception +9, Religion +5","speed":"60 ft., burrow 20 ft., climb 20 ft., swim 60 ft.","hit_points":"228 (13d20 + 91)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., tremorsense 120 ft., passive perception 19","saving_throws":"CON +12, WIS +9, CHA +11","damage_immunities":"psychic","damage_resistances":"acid, cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The andrenjinyi can breathe air and water. ***Innate Spellcasting.*** 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 At will create water, speak with animals, stoneshape 3/day each control weather, dispel magic, reincarnate 1/day each blight, commune with nature, contagion, flesh to stone, plant growth ***Magic Resistance.*** The andrenjinyi has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The andrenjinyi's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage. ***Constrict.*** 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. ***Multiattack.*** 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. ***Rainbow Arch.*** 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. ***Swallow Whole.*** 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. ***Transmuting Gullet.*** 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."} {"creature_name":"Androsphinx","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"10 (0)","CON":"20 (+5)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful neutral","creature_xp":18000,"creature_cr":17,"languages":"common, sphinx","skills":"Arcana +9, Perception +10, Religion +15","speed":"40 ft., fly 60 ft.","hit_points":"199 (19d10+95)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"DEX +6, CON +11, INT +9, WIS +10","damage_immunities":"psychic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Cast a Spell (Costs 3 Actions).*** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. ***Claw Attack.*** The sphinx makes one claw attack. ***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. ***Magic Weapons.*** The sphinx's weapon attacks are magical. The androsphinx 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 androsphinx regains spent legendary actions at the start of its turn. ***Spellcasting.*** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared * Cantrips (at will) sacred flame, spare the dying, thaumaturgy<\/i> * 1st level (4 slots) command, detect evil and good, detect magic<\/i> * 2nd level (3 slots) lesser restoration, zone of truth<\/i> * 3rd level (3 slots) dispel magic, tongues<\/i> * 4th level (3 slots) banishment, freedom of movement<\/i> * 5th level (2 slots) flame strike, greater restoration<\/i> * 6th level (1 slot) heroes' feast<\/i> ***Teleport (Costs 2 Actions).*** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","actions":"***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ***Multiattack.*** The sphinx makes two claw attacks. ***Roar (3/Day).*** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone."} {"creature_name":"Angatra","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"20 (+5)","CON":"18 (+4)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"all languages it knew in life","skills":"Perception +4, Stealth +8","speed":"50 ft.","hit_points":"85 (10d8 + 40)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Agonizing Gaze.*** When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save. ***Ancestral Wrath.*** The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn. ***Multiattack.*** The angatra makes two attacks with its claws."} {"creature_name":"Angel, Chained","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"16 (+3)","CON":"12 (+1)","INT":"12 (+1)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"medium","creature_type":"celestial","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, celestial, infernal","skills":"Perception +7","speed":"30 ft., fly 60 ft.","hit_points":"88 (16d8 + 16)","armor_class":"16 (natural armor)","senses":"darkvision 200 ft., passive perception 17","saving_throws":"DEX +6, WIS+7, CHA +8","damage_immunities":"fire, radiant","damage_resistances":"piercing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fiendish Cunning.*** When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level. ***Redemption.*** Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week.","actions":"***Fallen Glory (Recharge 5-6).*** All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw. ***Fiery Greatsword.*** Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage. ***Multiattack.*** The chained angel makes two fiery greatsword attacks."} {"creature_name":"Angler Worm","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"5 (-3)","CON":"16 (+3)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"1 (-5)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"133 (14d12 + 42)","armor_class":"14 (natural armor)","senses":"tremorsense 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, poisoned, prone","abilities":"***Keen Touch.*** The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations. ***Spider Climb.*** The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines. ***Transparent Trap.*** A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. ***Coils.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines. ***Ethereal Lure (Recharge 4-6).*** The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible. ***Multiattack.*** An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others."} {"creature_name":"Animated Armor","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"11 (0)","CON":"13 (+1)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"25 ft.","hit_points":"33 (6d8+6)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of armor.","actions":"***Multiattack.*** The armor makes two melee attacks. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."} {"creature_name":"Animated Table","creature_source":"Tales From The Yawning Portal","STR":"18 (+4)","DEX":"8 (-1)","CON":"13 (+1)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"40 ft.","hit_points":"39 (6d10+6)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Antimagic Susceptibility.*** The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***Charge.*** If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Constructed Nature.*** An animated table doesn't require air, food, drink, or sleep. ***False Appearance.*** While the table remains motionless, it is indistinguishable from a normal table. ***Source.*** tales from the yawning portal, page 230","actions":"***Ram.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Ankheg","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"11 (0)","CON":"13 (+1)","INT":"1 (-5)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"30 ft., burrow 10 ft.","hit_points":"39 (6d10+6)","armor_class":"14 (natural armor, 11 while prone)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so."} {"creature_name":"Ankylosaurus","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"11 (0)","CON":"15 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"30 ft.","hit_points":"68 (8d12+16)","armor_class":"15 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."} {"creature_name":"Ankylosaurus Zombie","creature_source":"Tomb Of Annihilation","STR":"19 (+4)","DEX":"9 (-1)","CON":"15 (+2)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"3 (-4)","creature_size":"huge","creature_type":"undead","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"20 ft.","hit_points":"68 (8d12 +16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Undead fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 +4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."} {"creature_name":"Annis Hag","creature_source":"Volos Guide","STR":"21 (+5)","DEX":"12 (+1)","CON":"14 (+2)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"large","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, giant, sylvan","skills":"Deception +5, Perception +5","speed":"40 ft.","hit_points":"75 (10d10+20)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"CON +5","damage_immunities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hag Coven.*** When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. ***Hag Eye (Coven Only).*** A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells 3/day each disguise self<\/i> (including the form of a Medium humanoid), fog cloud<\/i> ***Shared Spellcasting (Coven Only).*** While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. * 1st level (4 slots) identify, ray of sickness<\/i> * 2nd level (3 slots) hold person, locate object<\/i> * 3rd level (3 slots) bestow curse, counterspell, lightning bolt<\/i> * 4th level (3 slots) phantasmal killer, polymorph<\/i> * 5th level (2 slots) contact other plane, scrying<\/i> * 6th level (1 slot) eyebite<\/i> ***Variant Death Coven.*** For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) false life, inflict wounds<\/i> * 2nd level (3 slots) gentle repose, ray of enfeeblement<\/i> * 3rd level (3 slots) animate dead, revivify, speak with dead<\/i> * 4th level (3 slots) blight, death ward<\/i> * 5th level (2 slots) contagion, raise dead<\/i> * 6th level (1 slot) circle of death<\/i> ***Variant Nature Coven.*** For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) entangle, speak with animals<\/i> * 2nd level (3 slots) flaming sphere, moonbeam, spike growth<\/i> * 3rd level (3 slots) call lightning, plant growth<\/i> * 4th level (3 slots) dominate beast, grasping vine<\/i> * 5th level (2 slots) insect plague, tree stride<\/i> * 6th level (1 slot) wall of thorns<\/i> ***Variant Prophecy Coven.*** For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) bane, bless<\/i> * 2nd level (3 slots) augury, detect thoughts<\/i> * 3rd level (3 slots) clairvoyance, dispel magic, nondetection<\/i> * 4th level (3 slots) arcane eye, locate creature<\/i> * 5th level (2 slots) geas, legend lore<\/i> * 6th level (1 slot) true seeing<\/i>","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. ***Crushing Hug.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. ***Multiattack.*** The annis makes three attacks: one with her bite and two with her claws."} {"creature_name":"Anubian","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"primordial","skills":"Stealth +5","speed":"30 ft.","hit_points":"44 (8d8 + 8)","armor_class":"13","senses":"darkvision 60 ft., tremorsense 30 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Sand Stealth.*** The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain ***Sand Step.*** Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through. ***Vulnerability to Water.*** For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Haboob (1/Day).*** The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature. ***Multiattack.*** The anubian makes two claw attacks."} {"creature_name":"Apau Perape","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"18 (+4)","CON":"19 (+4)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"ape, infernal, telepathy 120 ft.","skills":"Intimidation +5, Perception +4, Stealth +7","speed":"30 ft., climb 30 ft.","hit_points":"95 (10d10 + 40)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 14","saving_throws":"DEX +7, CON +7, WIS +4","damage_immunities":"poison","damage_resistances":"fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"frightened, poisoned","abilities":"***Diseased Ichor.*** Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Innate Spellcasting.*** The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components * 1/day each fear, wall of fire<\/i> ***Magic Resistance.*** The apau perape has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The apau perape makes one bite attack and two claw attacks. ***Variant: Demon Summoning.*** Some apau perapes have an action option that allows them to summon other demons. Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning The apau perape has a 50 percent chance of summoning one apau perape or one giant ape."} {"creature_name":"Ape","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Athletics +5, Perception +3","speed":"30 ft., climb 30 ft.","hit_points":"19 (3d8+6)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ***Multiattack.*** The ape makes two fist attacks. ***Rock.*** Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."} {"creature_name":"Apprentice Wizard","creature_source":"Volos Guide","STR":"10 (0)","DEX":"10 (0)","CON":"10 (0)","INT":"14 (+2)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":50,"creature_cr":0.25,"languages":"any one language (usually common)","skills":"Arcana +4, History +4","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared * Cantrips (at will) fire bolt, mending, prestidigitation<\/i> * 1st level (2 slots) burning hands, disguise self, shield<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage."} {"creature_name":"Arbeyach","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"20 (+5)","CON":"25 (+7)","INT":"19 (+4)","WIS":"21 (+5)","CHA":"25 (+7)","creature_size":"large","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":33000,"creature_cr":21,"languages":"celestial, common, draconic, infernal, telepathy 120 ft.","skills":"Deception +14, Insight +12, Perception +12, Stealth +12","speed":"40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover)","hit_points":"275 (22d10 + 154)","armor_class":"17 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"DEX +12, CON +14, WIS +12, CHA +14","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned, stunned","abilities":"***Arbeyach 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. Arbeyach regains spent legendary actions at the start of its turn. ***Aura of Virulence.*** Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition. ***Fear Aura.*** Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours. ***Innate Spellcasting.*** Arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components * At will poison spray<\/i> * 3/day each fog cloud, stinking cloud<\/i> * 1/day each cloudkill, contagion, insect plague<\/i> ***Legendary Resistance (3/Day).*** If Arbeyach fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Arbeyach has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Arbeyach's weapon attacks are magical. ***Move.*** Arbeyach moves up to half its speed, using any movement mode it wishes. ***Poison.*** Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Spell (Costs 2 Actions).*** Arbeyach casts a spell. ***Swarm Prince.*** Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage. ***Multiattack.*** Arbeyach makes one bite attack and two claw attacks. ***Vermin Breath (Recharge 5-6).*** Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time."} {"creature_name":"Arboreal Grappler","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Acrobatics +5, Stealth +5","speed":"10 ft., climb 40 ft.","hit_points":"90 (12d8 + 36)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Boscage Brachiation.*** The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing. ***Spider Climb.*** The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. ***Multiattack.*** The arboreal grappler makes one bite attack and two tentacle attacks. ***Tentacle.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed."} {"creature_name":"Arcanaloth","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"20 (+5)","WIS":"16 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"all, telepathy 120 ft.","skills":"Arcana +13, Deception +9, Insight +9, Perception +7","speed":"30 ft., fly 30 ft.","hit_points":"104 (16d8+32)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"DEX +5, INT +9, WIS +7, CHA +7","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Innate Spellcasting.*** The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components * At will alter self, darkness, heat metal, invisibility <\/i>(self only)<\/i> , magic missile<\/i> ***Magic Resistance.*** The arcanaloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The arcanaloth's weapon attacks are magical. ***Spellcasting.*** The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared * Cantrips (at will) fire bolt, mage hand, minor illusion, prestidigitation<\/i> * 1st level (4 slots) detect magic, identify, shield, Tenser's floating disk<\/i> * 2nd level (3 slots) detect thoughts, mirror image, phantasmal force, suggestion<\/i> * 3rd level (3 slots) counterspell, fear, fireball<\/i> * 4th level (3 slots) banishment, dimension door<\/i> * 5th level (2 slots) contact other plane, hold monster<\/i> * 6th level (1 slot) chain lightning<\/i> * 7th level (1 slot) finger of death<\/i> * 8th level (1 slot) mind blank<\/i>","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. ***Teleport.*** The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ***Variant: Summon Yugoloth (1/Day).*** The yugoloth attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it."} {"creature_name":"Archdruid","creature_source":"Volos Guide","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"12 (+1)","WIS":"20 (+5)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":8400,"creature_cr":12,"languages":"druidic plus any two languages","skills":"Medicine +9, Nature +5, Perception +9","speed":"30 ft.","hit_points":"132 (24d8+24)","armor_class":"16 (hide armor, shield)","senses":"","saving_throws":"INT +5, WIS +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared * Cantrips (at will) druidcraft, mending, poison spray, produce flame<\/i> * 1st level (4 slots) cure wounds, entangle, faerie fire, speak with animals<\/i> * 2nd level (3 slots) animal messenger, beast sense, hold person<\/i> * 3rd level (3 slots) conjure animals, meld into stone, water breathing<\/i> * 4th level (3 slots) dominate beast, locate creature, stoneskin, wall of fire<\/i> * 5th level (3 slots) commune with nature, mass cure wounds, tree stride<\/i> * 6th level (1 slot) heal, heroes' feast, sunbeam<\/i> * 7th level (1 slot) fire storm<\/i> * 8th level (1 slot) animal shapes<\/i> * 9th level (1 slot) foresight<\/i>","actions":"***Change Shape (2/Day).*** The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. ***Scimitar.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage."} {"creature_name":"Archer","creature_source":"Volos Guide","STR":"11 (0)","DEX":"18 (+4)","CON":"16 (+3)","INT":"11 (0)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any one language (usually common)","skills":"Acrobatics +6, Perception +5","speed":"30 ft.","hit_points":"75 (10d8+30)","armor_class":"16 (studded leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Archer's Eye.*** As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.","actions":"***Longbow.*** Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage. ***Multiattack .*** The archer makes two attacks with its longbow. ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Archer Bush","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"15 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"9 (-1)","creature_size":"small","creature_type":"plant","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Stealth +4","speed":"10 ft.","hit_points":"78 (12d6 + 36)","armor_class":"13 (natural armor)","senses":"tremorsense 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bloodsuck.*** A creature within 5 ft. of the archer bush that has 0 hit points is drained of blood. The creature automatically fails a death saving throw. ***Multiattack.*** The archer bush makes two attacks with its thorns. ***Thorns.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Archmage","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"20 (+5)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":8400,"creature_cr":12,"languages":"any six languages","skills":"Arcana +13, History +13","speed":"30 ft.","hit_points":"99 (18d8+18)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +9, WIS +6","damage_immunities":"","damage_resistances":"damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The archmage has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared * Cantrips (at will) fire bolt, light, mage hand, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) detect magic, identify, mage armor* , magic missile<\/i> * 2nd level (3 slots) detect thoughts, mirror image, misty step<\/i> * 3rd level (3 slots) counterspell,fly, lightning bolt<\/i> * 4th level (3 slots) banishment, fire shield, stoneskin* <\/i> * 5th level (3 slots) cone of cold, scrying, wall of force<\/i> * 6th level (1 slot) globe of invulnerability<\/i> * 7th level (1 slot) teleport<\/i> * 8th level (1 slot) mind blank* <\/i> * 9th level (1 slot) time stop<\/i> *The archmage casts these spells on itself before combat.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Aridni","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"21 (+5)","CON":"14 (+2)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, gnoll, sylvan, void speech","skills":"Acrobatics +11, Perception +3, Stealth +11","speed":"20 ft., fly 60 ft.","hit_points":"82 (15d6 + 30)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Innate Spellcasting.*** The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells * At will dancing lights, detect magic, invisibility<\/i> * 3/day charm person, faerie fire, mage armor<\/i> * 1/day spike growth<\/i> ***Magic Resistance.*** The aridni has advantage on saving throws against spells and other magical effects.","actions":"***Pixie Bow.*** Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage. ***Short Sword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ***Slaver Arrows.*** An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects: * **Confusion.** The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds. * **Fear.** The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds. * **Hideous Laughter.** The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably. * **Sleep.** The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."} {"creature_name":"Armanite","creature_source":"Mordenkainens Tome Of Foes","STR":"21 (+5)","DEX":"18 (+4)","CON":"21 (+5)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"60 ft.","hit_points":"84 (8d10 + 40)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The armanite has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The armanite's weapon attacks are magical.","actions":"***Claws*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. ***Hooves*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. ***Lightning Lance (Recharge 5-6)*** The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack*** The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. ***Serrated Tail*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage."} {"creature_name":"Armor Plated Beaver","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"11 (+0)","CON":"13 (+1)","INT":"5 (-3)","WIS":"11 (+0)","CHA":"4 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Survival +2","speed":"20 ft., swim 30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"17 (natural armor)","senses":"passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The armor-plated beaver can hold its breath for up to 20 minutes. ***Keen Smell.*** The armor-plated beaver has advantage on Wisdom (Perception) checks based on scent.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Asanbosam","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"13 (+1)","CON":"17 (+3)","INT":"11 (+0)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"giant","skills":"Acrobatics +4, Perception +3, Stealth +4","speed":"40 ft., climb 15 ft.","hit_points":"102 (12d10 + 36)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arboreal.*** While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns. ***Spider Climb.*** The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack. ***Multiattack.*** The asanbosam makes one bite attack and one claws attack."} {"creature_name":"Ash Drake","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"15 (+2)","CON":"16 (+3)","INT":"9 (-1)","WIS":"15 (+2)","CHA":"10 (+0)","creature_size":"small","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, draconic","skills":"Stealth +4","speed":"30 ft., fly 60 ft.","hit_points":"117 (18d6 + 54)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"DEX +4","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","actions":"***Ash Breath (recharge 6).*** An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ***Ash Cloud.*** An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds. ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Multiattack.*** The ash drake makes one bite attack and two claw attacks."} {"creature_name":"Asrai","creature_source":"Tome Of Horrors","STR":"5 (-3)","DEX":"18 (+4)","CON":"13 (+1)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"common, sylvan","skills":"Perception +3, Stealth +6","speed":"20 ft., swim 50 ft.","hit_points":"7 (2d4 + 2)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"cold","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The asrai's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components * 3/day fog cloud<\/i> * 1/day control water<\/i> ***Limited Amphibious.*** The asrai can breathe both air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating. ***Spellcasting.*** The asrai is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks.) The asrai can cast the following spells * Cantrips (at will) dancing lights, ray of frost, resistance, thaumaturgy<\/i> * 1st level (4 slots) charm person, create or destroy water, detect magic, thunderwave<\/i> * 2nd level (3 slots) hideous laughter, misty step<\/i> * 3rd level (2 slots) hypnotic pattern<\/i> from nonmagical weapons\"","actions":"***Cold Touch.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) cold damage."} {"creature_name":"Assassin","creature_source":"Monster Manual","STR":"11 (0)","DEX":"16 (+3)","CON":"14 (+2)","INT":"13 (+1)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-good alignment","creature_xp":3900,"creature_cr":8,"languages":"thieves' cant plus any two languages","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","speed":"30 ft.","hit_points":"78 (12d8+24)","armor_class":"15 (studded leather)","senses":"","saving_throws":"DEX +6, INT +4","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Assassinate.*** During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. ***Evasion.*** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Sneak Attack (1/Turn).*** The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","actions":"***Light Crossbow.*** Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The assassin makes two shortsword attacks. ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Assassin Vine","creature_source":"Tomb Of Annihilation","STR":"18 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"5 ft., climb 5 ft.","hit_points":"85 (10d10 +30)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhaustion, prone","abilities":"***False Appearance.*** Whlle the assassin vine remains motionless, it is indistinguishable from a normal plant.","actions":"***Constrict.*** Mele Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: The target takes 11 (2d6 +4) bludgeoning damage, and It is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. ***Entangling Vines.*** The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area in to difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again."} {"creature_name":"Astral Dreadnought","creature_source":"Mordenkainens Tome Of Foes","STR":"28 (+9)","DEX":"7 (-2)","CON":"25 (+7)","INT":"5 (-3)","WIS":"14 (+2)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"titan","creature_alignment":"unaligned","creature_xp":33000,"creature_cr":21,"languages":"---","skills":"Perception +9","speed":"15 ft., fly 80 ft. (hover)","hit_points":"297 (17d20+119)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"DEX +5, WIS +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned","abilities":"***Antimagic Cone*** The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. ***Astral Entity*** The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. Astral Dreadnought 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. Astral Dreadnought regains spent legendary actions at the start of their turn. ***Claw*** The astral dreadnought makes one claw attack. ***Demiplanar Donjon*** Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. ***Donjon Visits (Costs 2 Actions)*** One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. ***Legendary Resistance (3/Day)*** If the astral dreadnought fails a saving throw, it can choose to succeed instead. ***Magic Weapons*** An astral dreadnought's weapon attacks are magical. ***Psychic Projection (Costs 3 Actions)*** Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. ***Sever Silver Cord*** If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. **Damage Resistance** Bludgeoning, piercing, and slashing from nonmagical attacks","actions":"***Bite*** Melee Weapon: +16 to hit, reach 10 ft., One target. Hit: (5d10+9) Piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. ***Claw*** Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (3d6+9) Slashing damage. ***Multiattack*** The astral dreadnought makes three attacks: one with its bite and two with its claws."} {"creature_name":"Atropal","creature_source":"Tomb Of Annihilation","STR":"19 (+4)","DEX":"5 (-3)","CON":"22 (+6)","INT":"25 (+7)","WIS":"19 (+4)","CHA":"24 (+7)","creature_size":"huge","creature_type":"undead (titan)","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"understands celestial but utters only obscene nonsense","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"225 (18d12 +108)","armor_class":"7","senses":"darkvision 120 ft., truesight 120 ft., passive perception 14","saving_throws":"CON +11, WIS +9","damage_immunities":"cold, necrotic, bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_resistances":"","damage_vulnerabilities":"radiant","condition_immunities":"exhaustion, frightened, paralyzed, poisoned, prone","abilities":"***Magic Resistance.*** The atropal has advantage on saving throws against spells and other ma gical effects. ***Negative Energy Aura.*** Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the at ropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature. ***Ray of Cold (Costs 2 Actions).*** The atropal uses its Ray of Cold. The atropal 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 atropal regains spent legendary actions at the start of its turn. ***Touch.*** The atropal makes a touch attack. ***Turn Resistance Aura.*** The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead. ***Wail (Costs 3 Actions).*** The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.","actions":"***Life Drain.*** The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt. ***Ray of Cold.*** Ranged Spell Attack: +12 to hit , range 120 ft., one target. Hit: 21 (6d6) cold damage. ***Summon Wraith (Recharge 6).*** The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies. ***Touch.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage."} {"creature_name":"Augrek Brighthelm","creature_source":"Storm Kings Thunder","STR":"14 (+2)","DEX":"11 (0)","CON":"15 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (shield dwarf)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common, dwarvish","skills":"Athletics +4, Perception +2","speed":"25 ft.","hit_points":"13 (2d8+4)","armor_class":"15 (chain shirt, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dwarven Resilience.*** Augrek has advantage on saving throws against poison. Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart. **Ideal ** \"You'll get farther in life with a kind word than an axe\" **Bond ** \"Bryn Shander is my home. It's my job to protect her.\" **Flaw ** \"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\"","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts. ***Warhammer.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands."} {"creature_name":"Aurochs","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"10 (0)","CON":"19 (+4)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"50 ft.","hit_points":"38 (4d10+16)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","actions":"***Gore.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage."} {"creature_name":"Automata Devil","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"17 (+3)","CON":"20 (+5)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"large","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"common, infernal; telepathy 100 ft.","skills":"Athletics +11, Intimidation +8","speed":"40 ft.","hit_points":"168 (16d10 + 80)","armor_class":"17 (natural armor)","senses":", passive perception 12","saving_throws":"STR +11, DEX +7, CON +9, WIS +6, CHA +8","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** The automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components At will charm person, suggestion, teleport 1/day each banishing smite, cloudkill ***Magic Resistance.*** The automata devil has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Fear Aura.*** Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again. ***Multiattack.*** The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn. ***Punishing Maw.*** If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely \"spit out\" a creature or corpse during its turn, to free up the maw for another victim. ***Whip.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn."} {"creature_name":"Autumn Eladrin","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"16 (+3)","CON":"16 (+3)","INT":"14 (+2)","WIS":"17 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey (elf)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, elvish, sylvan","skills":"Insight +7, Medicine +7","speed":"30 ft.","hit_points":"127 (17d8 + 51)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Enchanting Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. ***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ***Foster Peace*** If a creature charmed by the eladrin hits with an attack roll while whitin 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. ***Innate Spellcasting.*** The eladrin's innate spellcasting ability is Charisma (spell sace DC 16). It can innately cast the following spells, requiring no material components * At will calm emotions, sleep<\/i> * 3/day each cure wounds <\/i>(as a 5th-level spell), lesser restoration<\/i> * 1/day each greater restoration, heal, raise dead<\/i> ***Magic Resistance.*** The eladrin has advantage on saving throws against spells and other magical effects.","actions":"***Longbow*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. ***Longsword*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands."} {"creature_name":"Avatar Of Boreas","creature_source":"Tome Of Beasts","STR":"25 (+7)","DEX":"22 (+6)","CON":"22 (+6)","INT":"18 (+4)","WIS":"19 (+4)","CHA":"21 (+5)","creature_size":"medium","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"common, dwarvish, giant, infernal","skills":"Deception +11, Nature +10, Perception +10, Stealth +12","speed":"50 ft., fly 120 ft.","hit_points":"168 (16d8 + 96)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft., truesight 120 ft., passive perception 20","saving_throws":"DEX +12, WIS +10, CHA +11","damage_immunities":"cold, lightning, poison, thunder","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"petrification, poisoned","abilities":"***Boreas 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. Boreas regains spent legendary actions at the start of its turn. ***Chilling Presence.*** Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas. ***Freedom of the Wind.*** Locks, shackles, ropes, and other bindings cannot hold Boreas. ***Ice Spear.*** Boreas makes an ice spear attack. ***Innate Spellcasting.*** Boreas's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components At will create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall 3/day each call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration 1/day each chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall ***North Wind's Glare.*** Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar's next turn. ***Regeneration.*** The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate. ***Whirlwind Movement (Costs 2 Actions).*** Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed. ***Wind Form.*** Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once.","actions":"***Ice Spear (Humanoid Form).*** Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage. ***Multiattack.*** Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts. ***North Wind Longbow.*** Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 9 (2d8) cold damage. ***Whirlwind Blast (Wind Form Only).*** Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 37 (5d12 + 5) slashing damage."} {"creature_name":"Avatar of Death","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","languages":"all languages known to its summoner","skills":"","speed":"60 ft., fly 60 ft. (hover)","hit_points":"0","armor_class":"20","senses":"darkvision 60 ft., truesight 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned , unconscious","abilities":"***Hit Points.*** The Avatar of Death appears with hit points equal to half its summoner's maximum hit points. ***Incorporeal Movement.*** The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Turning Immunity.*** The avatar is immune to features that turn undead.","actions":"***Reaping Scythe.*** The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage."} {"creature_name":"Awakened Shrub","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"8 (-1)","CON":"11 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"small","creature_type":"plant","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"one language known by its creator","skills":"","speed":"20 ft.","hit_points":"10 (3d6)","armor_class":"9","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***False Appearance.*** While the shrub remains motionless, it is indistinguishable from a normal shrub.","actions":"***Rake.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage."} {"creature_name":"Awakened Tree","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"6 (-2)","CON":"15 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"plant","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"one language known by its creator","skills":"","speed":"20 ft.","hit_points":"59 (7d12+14)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***False Appearance.*** While the tree remains motionless, it is indistinguishable from a normal tree.","actions":"***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage."} {"creature_name":"Awakened Zurkhwood","creature_source":"Out Of The Abyss","STR":"19 (+4)","DEX":"6 (-2)","CON":"15 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"plant","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"one language known by its creator","skills":"","speed":"20 ft.","hit_points":"59 (7d12+14)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***False Appearance.*** While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom. ***Mute.*** If the awakened zurkhwood was created by a myconid sovereign, it can't speak.","actions":"***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage."} {"creature_name":"Axe Beak","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"12 (+1)","CON":"12 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"50 ft.","hit_points":"19 (3d10+3)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage."} {"creature_name":"Azbara Jos","creature_source":"Tyranny Of Dragons","STR":"9 (-1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, draconic, infernal, primordial, thayan","skills":"Arcana +5, Deception +2, Insight +3, Stealth +5","speed":"30 ft.","hit_points":"39 (6d8+12)","armor_class":"13 (16 with mage armor)","senses":"","saving_throws":"INT +5, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Potent Cantrips.*** When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect. ***Sculpt Spells.*** When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell. ***Special Equipment.*** Azbara has two scrolls of mage armor. ***Spellcasting.*** Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list * Cantrips (at will) mage hand, prestidigitation, ray of frost, shocking grasp<\/i> * 1st level (4 slots) fog cloud, magic missile, shield, thunderwave<\/i> * 2nd level (3 slots) invisibility, misty step, scorching ray<\/i> * 3rd level (3 slots) counterspell, dispel magic, fireball<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Azer","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"15 (+2)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"ignan","skills":"","speed":"30 ft.","hit_points":"39 (6d8+12)","armor_class":"17 (natural armor, shield)","senses":"","saving_throws":"CON +4","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. ***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). ***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..","actions":"***Warhammer.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."} {"creature_name":"Azizou (Pain Demon)","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"15 (+2)","CON":"11 (+0)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"abyssal","skills":"Deception +4, Stealth +4","speed":"30 ft., fly 50 ft.","hit_points":"17 (5d6)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). The demon can innately cast the following spells at will, requiring no material components detect evil and good, detect thoughts, invisibility.<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Azza Gremlin","creature_source":"Tome Of Beasts","STR":"5 (-3)","DEX":"18 (+4)","CON":"10 (+0)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"common, primordial","skills":"","speed":"10 ft., fly 40 ft. (hover)","hit_points":"7 (2d6)","armor_class":"14","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"lightning, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Contagious Lightning.*** A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Ride the Bolt.*** The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.","actions":"***Lightning Jolt.*** Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning."} {"creature_name":"Baba Lysaga","creature_source":"Curse Of Strahd","STR":"18 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":7200,"creature_cr":11,"languages":"abyssal, common, draconic, dwarvish, giant","skills":"Arcana +13, Religion +13","speed":"30 ft.","hit_points":"120 (16d8+48)","armor_class":"15 (natural armor)","senses":"","saving_throws":"WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blessing of Mother Night.*** Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell. ***Shapechanger.*** Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. ***Spellcasting.*** Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared * Cantrips (at will) acid splash, fire bolt, light, mage hand, prestidigitation<\/i> * 1st level (4 slots) detect magic, magic missile, sleep, witch bolt<\/i> * 2nd level (3 slots) crown of madness, enlarge/reduce, misty step<\/i> * 3rd level (3 slots) dispel magic, fireball, lightning bolt<\/i> * 4th level (3 slots) blight, Everard's black tentacles, polymorph<\/i> * 5th level (2 slots) cloudkill, geas, scrying<\/i> * 6th level (1 slot) programmed illusion, true seeing<\/i> * 7th level (1 slot) finger of death, mirage arcane<\/i> * 8th level (1 slot) power word stun<\/i>","actions":"***Multiattack.*** Baba Lysaga makes three attacks with her quarterstaff ***Quarterstaff.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludegoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands. ***Summon Swarms of Insects (Recharges after a Short or Long Rest).*** Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action."} {"creature_name":"Baba Lysaga's Creeping Hut","creature_source":"Curse Of Strahd","STR":"26 (+8)","DEX":"7 (-2)","CON":"20 (+5)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"3 (-4)","creature_size":"gargantuan","creature_type":"construct","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"-","skills":"","speed":"30 ft.","hit_points":"263 (17d10+85)","armor_class":"16 (natural armor)","senses":"blindsight 120 ft. (blind beyond this radius)","saving_throws":"CON +9, WIS +0, CHA +0","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone","abilities":"***Antimagic Susceptibility.*** The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***Constructed Nature.*** An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. ***Siege Monster.*** The hut deals double damage to objects and structures.","actions":"***Multiattack.*** The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack. ***Rock.*** Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludegoning damage. ***Root.*** Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage."} {"creature_name":"Baba Yaga's Horsemen, Black Night","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"11 (+0)","CON":"21 (+5)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":7200,"creature_cr":11,"languages":"celestial, common, infernal; telepathy 100 ft.","skills":"Arcana +7, Athletics +10, History +7, Perception +8","speed":"30 ft.","hit_points":"171 (18d8 + 90)","armor_class":"20 (plate and shield)","senses":", passive perception 18","saving_throws":"DEX +4, WIS +8","damage_immunities":"cold, lightning, poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, poisoned","abilities":"***Black Night.*** The horseman can see perfectly in normal and magical darkness ***Innate Spellcasting.*** The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will ray of frost 1/day each dimension door, fire shield, haste, slow 2/day darkness 3/day each ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) ***Magic Resistance.*** The horseman has advantage on saving throws against spells and other magical effects. ***Peerless Rider.*** Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. ***Quick Draw.*** The horseman can switch between wielding its lance and longsword as a bonus action.","actions":"***Lance.*** Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. ***Longsword.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. ***Multiattack.*** The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. ***Temporal Strike (recharge 5-6).*** When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."} {"creature_name":"Baba Yaga's Horsemen, Bright Day","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"11 (+0)","CON":"21 (+5)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":7200,"creature_cr":11,"languages":"celestial, common, infernal; telepathy 100 ft.","skills":"Arcana +7, Athletics +10, History +7, Perception +8","speed":"30 ft.","hit_points":"171 (18d8 + 90)","armor_class":"20 (plate and shield)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +4, WIS +8","damage_immunities":"lightning, poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will sacred flame 1/day each dimension door, fire shield, haste, slow 2/day daylight 3/day each ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) ***Magic Resistance.*** The horseman has advantage on saving throws against spells and other magical effects. ***Peerless Rider.*** Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. ***Quick Draw.*** The horseman can switch between wielding its lance and longsword as a bonus action.","actions":"***Lance.*** Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. ***Longsword.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. ***Multiattack.*** The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. ***Temporal Strike (recharge 5-6).*** When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."} {"creature_name":"Baba Yaga's Horsemen, Red Sun","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"11 (+0)","CON":"21 (+5)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":7200,"creature_cr":11,"languages":"celestial, common, infernal; telepathy 100 ft.","skills":"Arcana +7, Athletics +10, History +7, Perception +8","speed":"30 ft.","hit_points":"171 (18d8 + 90)","armor_class":"20 (plate and shield)","senses":", passive perception 18","saving_throws":"DEX +4, WIS +8","damage_immunities":"fire, lightning, poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components 1/day each dimension door, fire shield, haste, slow 2/day each continual flame, scorching ray 3/day each ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) ***Magic Resistance.*** The horseman has advantage on saving throws against spells and other magical effects. ***Peerless Rider.*** Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. ***Quick Draw.*** The horseman can switch between wielding its lance and longsword as a bonus action.","actions":"***Lance.*** Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. ***Longsword.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. ***Multiattack.*** The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. ***Temporal Strike (recharge 5-6).*** When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."} {"creature_name":"Babau","creature_source":"Volos Guide","STR":"19 (+4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"11 (0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal","skills":"Perception +5, Stealth +5","speed":"40 ft.","hit_points":"82 (11d8+33)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components * At will darkness, dispel magic, fear, heat metal, levitate<\/i>","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage. ***Multiattack.*** The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. ***Spear.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack. ***Weakening Gaze.*** The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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."} {"creature_name":"Baboon","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"3 (1d6)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage."} {"creature_name":"Badger","creature_source":"Monster Manual","STR":"4 (-3)","DEX":"11 (0)","CON":"12 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"20 ft., burrow 5 ft.","hit_points":"3 (1d4+1)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The badger has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Bael","creature_source":"Mordenkainens Tome Of Foes","STR":"24 (+7)","DEX":"17 (+3)","CON":"20 (+5)","INT":"21 (+5)","WIS":"24 (+7)","CHA":"24 (+7)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":22000,"creature_cr":19,"languages":"all, telepathy 120 ft.","skills":"Intimidation +13, Perception +13, Persuasion +13","speed":"30 ft.","hit_points":"189 (18d10 + 90)","armor_class":"18 (plate)","senses":"truesight 120 ft., passive perception 23","saving_throws":"DEX +9, CON +11, INT +11, CHA +13","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack (Cost 2 Actions)*** Bael attacks once with his hellish morningstar. ***Awaken Greed*** Bael casts charm person or major image. ***Dreadful.*** Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. ***Infernal Command*** Bael uses his Infernal Command action. Bael 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. Bael regains spent legendary actions at the start of his turn. ***Innate Spellcasting.*** Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds <\/i>(as an 8th-level spell), invisibility <\/i>(self only), major image<\/i> * 3/day each counterspell, dispel magic, fly, suggestion, wall of fire<\/i> * 1/day each dominate monster, symbol <\/i>(stunning only) ***Legendary Resistance (3/Day).*** If Bael fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Bael has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Bael's weapon attacks are magical. ***Regeneration.*** Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate. ***Teleport*** Bael uses his Teleport action.","actions":"***Hellish Morningstar*** Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. ***Infernal Command*** Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ***Multiattack*** Bael makes two melee attacks."} {"creature_name":"Bagiennik","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"18 (+4)","CON":"16 (+3)","INT":"9 (-1)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Perception +5","speed":"30 ft., swim 40 ft.","hit_points":"75 (10d8 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Acid Spray.*** Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. ***Healing Oil.*** A bagiennik can automatically stabilize a dying creature by smearing some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration<\/i> spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute. ***Multiattack.*** The bagiennik makes two claw attacks."} {"creature_name":"Balban (Brute Demon)","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"14 (+2)","CON":"22 (+6)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal","skills":"Intimidation +6, Perception +6","speed":"40 ft.","hit_points":"126 (11d10 + 66)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"CON +10, WIS +6, CHA +6","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Charge.*** If the demon moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the demon can make one slam attack against it as a bonus action. ***Innate Spellcasting.*** The demon's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will fear, darkness, dispel magic, teleport, see invisibility<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. ***Multiattack.*** The demon can use its smash, make one bite attack and two claw attacks. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the demon cannot use this attack against another target. ***Smash.*** One Medium or smaller creature grappled by the demon is smashed into nearby solid objects or a solid surface. The target takes 25 (4d8 + 7) bludgeoning damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn."} {"creature_name":"Balhannoth","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"8 (-1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"15 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"understands deep speech, telepathy 1 mile","skills":"Perception +6","speed":"25 ft., climb 25 ft.","hit_points":"114 (12d10 + 48)","armor_class":"17 (natural armor)","senses":"blindsight 500 ft. (blind beyond this radius), passive perception 16","saving_throws":"CON +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded","abilities":"***Bite Attack*** The balhannoth makes one bite attack against one creature it has grappled. ***Legendary Resistance (2/Day).*** If the balhannoth fails a saving throw, it can choose to succeed instead. ***Teleport*** The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. The balhannoth 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 balhannoth regains spent legendary actions at the start of its turn. ***Vanish*** The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.","actions":"***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. ***Multiattack*** The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. ***Tentacle*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles."} {"creature_name":"Balor","creature_source":"Monster Manual","STR":"26 (+8)","DEX":"15 (+2)","CON":"22 (+6)","INT":"20 (+5)","WIS":"16 (+3)","CHA":"22 (+6)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":22000,"creature_cr":19,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"40 ft., fly 80 ft.","hit_points":"262 (21d12+126)","armor_class":"19 (natural armor)","senses":"truesight 120 ft.","saving_throws":"STR +14, CON +12, WIS +9, CHA +12","damage_immunities":"fire, poison","damage_resistances":"cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. ***Fire Aura.*** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. ***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The balor's weapon attacks are magical.","actions":"***Longsword.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. ***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip. ***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A 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. ***Whip.*** Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor."} {"creature_name":"Banderhobb","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"12 (+1)","CON":"20 (+5)","INT":"11 (0)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"understands common and the languages of its creator, but can't speak","skills":"Athletics +8, Stealth +7","speed":"30 ft.","hit_points":"84 (8d10+40)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Resonant Connection.*** If the banderhobb has even a tiny piece of a creature or an obect in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb. ***Shadow Stealth.*** While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target. ***Shadow Step.*** The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. ***Swallow.*** The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable. The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. ***Tongue.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target."} {"creature_name":"Bandit","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-lawful alignment","creature_xp":25,"creature_cr":0.125,"languages":"any one language (usually common)","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"12 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Light Crossbow.*** Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Scimitar.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage."} {"creature_name":"Bandit Captain","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"16 (+3)","CON":"14 (+2)","INT":"14 (+2)","WIS":"11 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-lawful alignment","creature_xp":450,"creature_cr":2,"languages":"any two languages","skills":"Athletics +4, Deception +4","speed":"30 ft.","hit_points":"65 (10d8+20)","armor_class":"15 (studded leather)","senses":"","saving_throws":"STR +4, DEX +5, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Multiattack.*** The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. ***Scimitar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Bandit Lord","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"14 (+2)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"any non-lawful","creature_xp":1100,"creature_cr":4,"languages":"any two languages","skills":"Athletics +5, Deception +4, Intimidation +4","speed":"30 ft.","hit_points":"91 (14d8 + 28)","armor_class":"16 (breastplate)","senses":", passive perception 10","saving_throws":"STR +5, DEX +4, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Parry.*** The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon. ***Redirect Attack.*** When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage. ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated. ***Multiattack.*** The bandit lord makes three melee or ranged attacks."} {"creature_name":"Banshee","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"14 (+2)","CON":"10 (0)","INT":"12 (+1)","WIS":"11 (0)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, elvish","skills":"","speed":"0 ft., fly 40 ft. (hover)","hit_points":"58 (13d8)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"WIS +2, CHA +5","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Detect Life.*** The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. ***Incorporeal Movement.*** The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.","actions":"***Corrupting Touch.*** Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. ***Horrifying Visage.*** Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, 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 banshee's Horrifying Visage for the next 24 hours. ***Wail (1/Day).*** The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it."} {"creature_name":"Baphomet","creature_source":"Mordenkainens Tome Of Foes","STR":"30 (+10)","DEX":"14 (+2)","CON":"26 (+8)","INT":"18 (+4)","WIS":"24 (+7)","CHA":"16 (+3)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"all, telepathy 120 ft.","skills":"Intimidation +17, Perception +14","speed":"40 ft.","hit_points":"275 (19d12 + 152)","armor_class":"22 (natural armor)","senses":"truesight 120 ft., passive perception 24","saving_throws":"DEX +9, CON +15, WIS +14","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Charge (Costs 2 Actions)*** Baphomet moves up to his speed, then makes a gore attack. ***Charge.*** If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Baphomet 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. Baphomet regains spent legendary actions at the start of his turn. ***Heartcleaver Attack*** Baphomet makes a melee attack with Heartcleaver. ***Innate Spellcasting.*** Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components * At will detect magic<\/i> * 3/day each dispel magic, dominate beast, hunter's mark, maze, wall of stone<\/i> * 1/day teleport<\/i> ***Labyrinthine Recall.*** Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. ***Legendary Resistance (3/Day).*** If Baphomet fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Baphomet has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Baphomet's weapon attacks are magical. ***Reckless.*** At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.","actions":"***Bite*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. ***Frightful Presence*** Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. ***Gore*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. ***Heartcleaver*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. ***Multiattack*** Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack."} {"creature_name":"Barbed Devil","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"17 (+3)","CON":"18 (+4)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"infernal, telepathy 120 ft.","skills":"Deception +5, Insight +5, Perception +8","speed":"30 ft.","hit_points":"110 (13d8+52)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +6, CON +7, WIS +5, CHA +5","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Barbed Hide.*** At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. ***Hurl Flame.*** Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ***Multiattack.*** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. ***Tail.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage."} {"creature_name":"Barbegazi (Ice Gnome)","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"13 (+1)","CON":"13 (+1)","INT":"11 (+0)","WIS":"11 (+0)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (gnome)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common, gnome","skills":"Stealth +3","speed":"20 ft., burrow 20 ft.","hit_points":"13 (3d6 + 3)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Innate Spellcasting.*** The barbegazi's innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). The barbegazi can innately cast the following spells, requiring no material components * 3/day ray of frost<\/i> * 1/day hold person<\/i> ***Snow Walk.*** The barbegazi can move across and climb icy or snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.","actions":"***Dagger.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) cold damage. ***Shortsword.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) cold damage."} {"creature_name":"Bard","creature_source":"Volos Guide","STR":"11 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":450,"creature_cr":2,"languages":"any two languages","skills":"Acrobatics +4, Perception +5, Performance +6","speed":"30 ft.","hit_points":"44 (8d8+8)","armor_class":"15 (chain shirt)","senses":"","saving_throws":"DEX +4, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Song of Rest.*** The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. ***Spellcasting.*** The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared * Cantrips (at will) friends, mage hand, vicious mockery<\/i> * 1st level (4 slots) charm person, healing word, heroism, sleep, thunderwave<\/i> * 2nd level (3 slots) invisibility, shatter<\/i> ***Taunt (2/day).*** The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.","actions":"***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage."} {"creature_name":"Barghest","creature_source":"Volos Guide","STR":"19 (+4)","DEX":"15 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (shapechanger)","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common, goblin, infernal, telepathy 60 ft.","skills":"Deception +4, Intimidation +4, Perception +5, Stealth +4","speed":"60 ft. (30 ft.in goblin form)","hit_points":"90 (12d10+24)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Fire Banishment.*** When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. ***Innate Spellcasting.*** The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components : * At will levitate, minor illusion, pass without trace<\/i> * 1/day each charm person, dimension door, suggestion<\/i> ***Keen Smell.*** The barghest has advantage on Wisdom (Perception) checks that rely on smell. ***Shapechanger.*** The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. ***Soul Feeding.*** A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released. While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage."} {"creature_name":"Barizou (Assassin Demon)","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"15 (+2)","CON":"10 (+0)","INT":"6 (-2)","WIS":"6 (-2)","CHA":"10 (+0)","creature_size":"small","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"abyssal","skills":"Perception +2, Stealth +4","speed":"30 ft., fly 50 ft.","hit_points":"14 (4d6)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Chameleon.*** As a bonus action, a demon can alter its coloration to blend with its surroundings. This grants the demon advantage on Stealth checks. ***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will fear, darkness, detect evil and good, see invisibility<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical. ***Sneak Attack (1/turn).*** The demon deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the demon that isn't incapacitated and the demon doesn't have disadvantage on the attack roll.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Barlgura","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +5, Stealth +5","speed":"40 ft., climb 40 ft.","hit_points":"68 (8d10+24)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +6","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components * 1/day each entangle, phantasmal force<\/i> * 2/day each disguise self, invisibility <\/i>(self only) ***Reckless.*** At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ***Running Leap.*** The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Fist.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. ***Multiattack.*** The barlgura makes three attacks: one with its bite and two with its fists. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A 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."} {"creature_name":"Barovian Witch","creature_source":"Curse Of Strahd","STR":"7 (-2)","DEX":"11 (0)","CON":"13 (+1)","INT":"14 (+2)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Arcana +4, Perception +2","speed":"30 ft.","hit_points":"16 (3d8+3)","armor_class":"10","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared * Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) ray of sickness, sleep, Tasha's hideous laughter<\/i> * 2nd level (2 slots) alter self, invisibility<\/i>","actions":"***Claws (Requires Alter Self).*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical. ***Dagger.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage."} {"creature_name":"Barrow Wight","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"14 (+2)","CON":"16 (+3)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"Perception +3, Stealth +4","speed":"30 ft.","hit_points":"45 (6d8 + 18)","armor_class":"14 (studded leather)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Gaze of Insanity.*** If a creature starts its turn within 30 feet of the barrow wight and the two of them can see each other, the barrow wight can force the creature to make a DC 13 Wisdom saving throw if the barrow wight is not incapacitated. On a failed save, the creature is affected by a short-term madness effect for 1 minute. Roll percentile dice and determine the effect from the table below. * 1-20<\/i> The target retreats into its mind and becomes paralyzed. The effect ends if the creature takes any damage. * 21-30<\/i> The creature is incapacitated, and can only scream, laugh, or weep hysterically. * 31-40<\/i> The creature is frightened and must use its actions to flee from the source of the fear. * 41-50<\/i> The creature babbles incoherently and cannot speak normally or cast spells. * 51-60<\/i> The creature must use its action to attack the nearest creature. * 61-70<\/i> The creature hallucinates vividly, incurring disadvantage on all ability checks. * 71-75<\/i> The creature does whatever anyone tells it to do that isn't obviously self-destructive. * 76-80<\/i> The creature experiences an overpowering urge to eat something strange, such as dirt, offal, or slime. * 81-90<\/i> The creature is stunned. * 91-100<\/i> The creature falls unconscious. The target can repeat the saving throw at the end of each of its turns. A successful save ends the effect and renders the target immune to the same barrow wight's insanity gaze for 24 hours. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the barrow wight until the start of its next turn, when it can avert its eyes again. If the creature looks at the barrow wight in the meantime, it must immediately make the save. ***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Slam.*** Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage plus 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target takes a long rest. The target dies if this effect reduces their hit point maximum to zero. A humanoid slain by this attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed. The wight can have no more than three barrow wights under its control at one time."} {"creature_name":"Basilisk","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"8 (-1)","CON":"15 (+2)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"20 ft.","hit_points":"52 (8d8+16)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Petrifying Gaze.*** If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage."} {"creature_name":"Basilisk Zombie","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"8 (-1)","CON":"15 (+2)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"20 ft.","hit_points":"60 (8d8 + 16)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) necrotic damage."} {"creature_name":"Bastet Temple Cat","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"19 (+4)","CON":"12 (+1)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, nurian, and sylvan","skills":"Perception +5, Stealth +6","speed":"40 ft., climb 30 ft.","hit_points":"40 (9d6 + 9)","armor_class":"14","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components * At will guidance<\/i> * 3/day each charm person, cure wounds<\/i> * 1/day enhance ability<\/i> (only Cat's Grace) ***Keen Smell.*** The temple cat has advantage on Wisdom (Perception) checks that rely on smell. ***Priestly Purr.*** When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ***Fascinating Lure.*** The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it. ***Multiattack.*** The temple cat makes one bite attack and one claws attack."} {"creature_name":"Bastian Thermandar","creature_source":"Elemental Evil","STR":"12 (+1)","DEX":"14 (+2)","CON":"15 (+2)","INT":"11 (0)","WIS":"9 (-1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (fire genasi)","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, ignan","skills":"Arcana +3, Deception +7","speed":"30 ft.","hit_points":"78 (12d8+24)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells * At will produce flame<\/i> * 1/day burning hands<\/i> ***Spellcasting.*** Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells * Cantrips (at will) fire bolt, mage hand, message, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) mage armor, magic missile, shield<\/i> * 2nd level (3 slots) misty step, scorching ray<\/i> * 3rd level (3 slots) counterspell, fireball<\/i> * 4th level (3 slots) dimension door, wall of fire<\/i> * 5th level (1 slot) hold monster<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Bat","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"15 (+2)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"5 ft., fly 30 ft.","hit_points":"1 (1d4-1)","armor_class":"12","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The bat can't use its blindsight while deafened. ***Keen Hearing.*** The bat has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Bite.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage."} {"creature_name":"Battleforce Angel","creature_source":"Guildmasters Guide To Ravnica","STR":"16 (+3)","DEX":"12 (+1)","CON":"13 (+1)","INT":"11 (+0)","WIS":"17 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":1800,"creature_cr":5,"languages":"all","skills":"Medicine +4, Religion +2","speed":"30 ft., fly 90 ft.","hit_points":"66 (12d8 + 12)","armor_class":"18 (plate)","senses":"darkvision 120 ft., truesight 120 ft., passive perception 16","saving_throws":"WIS +6, CHA +7","damage_immunities":"","damage_resistances":"fire, radiant","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Flyby.*** The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Magic Resistance.*** The angel has advantage on saving throws against spells and other magical effects.","actions":"***Battlefield Inspiration.*** The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage. ***Multiattack.*** The angel makes two melee attacks. It also uses Battlefield Inspiration."} {"creature_name":"Bear King","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"10 (+0)","CON":"20 (+5)","INT":"12 (+1)","WIS":"17 (+3)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":8400,"creature_cr":12,"languages":"common, elvish, giant, sylvan","skills":"Athletics +9, Intimidate +7, Perception +7","speed":"40 ft.","hit_points":"133 (14d8 + 70)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"STR +9, DEX +4, WIS +7","damage_immunities":"poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Alternate Form.*** As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King's size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies. ***Bear King's Lair.*** On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can't use the same effect two rounds in a row - The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they're killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. - The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King's foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again. - The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain. ***Frightful Roar (2 actions).*** The Bear King lets out a bloodcurdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king's allies are unaffected. ***Honey Toss.*** The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17). ***Keen Smell.*** The Bear King has advantage on Perception (Wisdom) checks that rely on smell. ***Legendary Resistance (3/day).*** If the Bear King fails a saving throw, he can choose to succeed instead. ***Melee Attack.*** The Bear King makes a claw or maul attack. ***Regeneration (Alternate Form only).*** The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point. ***Regional Effects.*** The region surrounding Gloaming Crag is warped by the Bear King's magic, which creates one or more of the following effects - Within 10 miles of the Bear King's lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear. - Bees within 10 miles of the Bear King's lair are easily agitated quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals. - Emotions within 5 miles of the Bear King's lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls. If the Bear King dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days. ***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.","actions":"***Bite (Grizzly or Hybrid Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 (3d6) hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 (3d6). A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom (Medicine) check. The bleeding also stops if the creature receives any magical healing. ***Claws (Grizzly or Hybrid Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Javelin (Human Form Only).*** Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ***Maul (Human or Hybrid Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone. ***Multiattack.*** The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack."} {"creature_name":"Bearded Devil","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"15 (+2)","CON":"15 (+2)","INT":"9 (-1)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +5, CON +4, WIS +2","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Steadfast.*** The devil can't be frightened while it can see an allied creature within 30 feet of it.","actions":"***Beard.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Glaive.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ***Multiattack.*** The devil makes two attacks: one with its beard and one with its glaive."} {"creature_name":"Bearfolk","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic good","creature_xp":700,"creature_cr":3,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"45 (6d8 + 18)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Frenzy (1/short rest).*** The bearfolk triggers a berserk frenzy that lasts for 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. ***Keen Smell.*** The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Battleaxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Multiattack.*** The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite. ***Warhammer.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed."} {"creature_name":"Bedlam","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"20 (+5)","CON":"15 (+2)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":3900,"creature_cr":8,"languages":"common, choice of two others","skills":"","speed":"fly 50 ft.","hit_points":"112 (15d10 + 30)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"petrification","abilities":"***Chaotic Resonance.*** The bedlam emanates an aura of pure chaos. The aura deals 7 (2d6) psychic damage to any creature that ends its turn within 30 feet of the bedlam. Creatures attempting to cast a spell or use a magic item in this area have a 50% chance of the spell fizzling or the item not functioning. Creatures that are chaotic in nature ignore the effect of the bedlam's chaotic resonance. ***Magic Resistance.*** The bedlam has advantage on saving throws against spells and other magic effects. ***Sense Law.*** The bedlam can sense the presence and location of any creature within 120 feet of it that is lawfully aligned, regardless of interposing barriers, unless the creature is protected by a spell such as nondetection. from nonmagical weapons\"","actions":"***Chaos Burst (Recharge 5-6).*** The bedlam releases a burst of crackling gray energy in a 20-foot radius. Creatures in this area must make a DC 14 Wisdom saving throw, taking 22 (5d8) psychic damage on a failed save, and half as much damage on a successful one. Creatures that are chaotic in nature ignore the bedlam's chaos burst. ***Multiattack.*** The bedlam makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."} {"creature_name":"Beetlor","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"18 (+4)","CON":"17 (+3)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft., burrow 15 ft.","hit_points":"60 (8d8 + 24)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burrow.*** The beetlor can burrow through solid rock, leaving a 6 foot-wide, 10-foot-high tunnel its wake. ***Hypnotic Gaze.*** When a creature starts its turn within 30 feet of the beetlor and is able to see the beetlor's multifaceted eyes, the beetlor can force the creature to make a DC 15 Charisma saving throw if the beetlor isn't incapacitated. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn * 1-4 The creature does nothing. * 5-6 The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. * 7-8 The creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the beetlor until the start of its next turn, when it can avert its eyes again. If the creature looks at the beetlor in the meantime, it must immediately make the save. from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The beetlor makes three attacks: one with its bite and two with its claws."} {"creature_name":"Beggar Ghoul","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"15 (+2)","CON":"10 (+0)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"undercommon","skills":"","speed":"30 ft.","hit_points":"13 (3d8)","armor_class":"12","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Pack Tactics.*** The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Savage Hunger.*** A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Behir","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"16 (+3)","CON":"18 (+4)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"draconic","skills":"Perception +6, Stealth +7","speed":"50 ft., climb 40 ft.","hit_points":"168 (16d12+64)","armor_class":"17 (natural armor)","senses":"darkvision 90 ft.","saving_throws":"","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. ***Constrict.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. ***Lightning Breath (Recharge 5-6).*** The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict. ***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone."} {"creature_name":"Behir Zombie","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"18 (+4)","INT":"3 (-4)","WIS":"7 (-2)","CHA":"5 (-3)","creature_size":"huge","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"","speed":"50 ft., climb 40 ft.","hit_points":"168 (16d12 + 64)","armor_class":"17 (natural armor)","senses":"darkvision 90 ft., passive perception 8","saving_throws":"WIS +2","damage_immunities":"lightning, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Constrict.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the zombie isn't already constricting a creature, and the target is restrained until this grapple ends. ***Multiattack.*** The zombie makes two attacks: one with its bite and one with its constrict. ***Swallow.*** The zombie makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zombie, and it takes 21 (6d6) necrotic damage at the start of each of the zombie's turns. A behir zombie can have only one creature swallowed at a time. If the zombie dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone."} {"creature_name":"Beholder","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"18 (+4)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"deep speech, undercommon","skills":"Perception +12","speed":"0 ft., fly 20 ft. (hover)","hit_points":"180 (19d10+76)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +8, WIS +7, CHA +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Antimagic Cone.*** The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. ***Eye Ray.*** The beholder uses one random eye ray. The beholder 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 beholder regains spent legendary actions at the start of its turn.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. ***Eye Rays.*** The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution 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. 3. Fear Ray. The targeted creature 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. 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points."} {"creature_name":"Beholder Zombie","creature_source":"Monster Manual","STR":"10 (0)","DEX":"8 (-1)","CON":"16 (+3)","INT":"3 (-4)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"understands deep speech and undercommon but can't speak","skills":"","speed":"0 ft., fly 20 ft. (hover)","hit_points":"93 (11d10+33)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +2","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. ***Eye Ray.*** The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution 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. 2. Fear Ray. The targeted creature must succeed on a DC 14 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. 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it."} {"creature_name":"Behtu","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"behtu, common, infernal","skills":"Athletics +5, Stealth +5","speed":"20 ft., climb 20 ft.","hit_points":"52 (8d6 + 24)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"DEX +5","damage_immunities":"","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Fire Breath (Recharge 6).*** The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw. ***Ichorous Infusions.*** Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition. ***Shortspear.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Belabra","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"15 (+2)","CON":"14 (+2)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Stealth +4","speed":"5 ft., fly 30 ft.","hit_points":"39 (6d8 + 12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Acidic Blood.*** Each time the belabra is hit with an attack that does piercing or slashing damage, all creatures within 10 feet of the belabra must make a DC 12 Dexterity saving throw or be sprayed with the belabra's blood. On a failed save, the creature takes 4 (1d6 + 1) acid damage and has disadvantage on attacks, saving throws, or ability checks, due to sneezing and partial blindness, until the end of the belabra's next turn.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The belabra makes three attacks: one with its slam and two with its tentacles. If it is grappling a target, it will bite the target in place of a tentacle attack. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 4 (1d6 + 1) piercing damage from the tentacle barbs at the start of its turn. The belabra can grapple three targets at the same time."} {"creature_name":"Beldora","creature_source":"Storm Kings Thunder","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"16 (+3)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (illuskan human)","creature_alignment":"chaotic good","creature_xp":10,"creature_cr":0,"languages":"common, draconic, dwarvish, halfling","skills":"Deception +5, Insight +3, Investigation +5, Perception +5, Persuasion +5","speed":"30 ft.","hit_points":"18 (4d8)","armor_class":"12","senses":"qpassive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duck and Cover.*** Beldora adds 2 to her AC against on melee attack that would hit her. To do so, Duvessa must see the attacker and can't be grappled or restrained. Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. **Ideal ** \"We should all strive to help one another\" **Bond ** \"I'll risk my life to protect the powerless.\" **Flaw ** \"I like lying to people. Makes life more interesting, no?\"","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage, ."} {"creature_name":"Beli","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"8 (-1)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, dwarvish, giant","skills":"Perception +4, Stealth +5","speed":"30 ft., fly 30 ft.","hit_points":"45 (10d6 + 10)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +5","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Arctic Hunter.*** Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings. ***Cold Regeneration.*** As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate. ***Flyby.*** The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Innate Spellcasting.*** The beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will invisibility<\/i> * 3/day chill touch<\/i>","actions":"***Ice Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage. ***Icy Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage."} {"creature_name":"Berbalang","creature_source":"Mordenkainens Tome Of Foes","STR":"9 (0)","DEX":"16 (+3)","CON":"9 (0)","INT":"17 (+3)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"all, but rarely speaks","skills":"Arcana +5, History +5, Insight +2, Perception +2, Religion +5","speed":"30 ft., fly 40 ft.","hit_points":"38 (11d8 - 11)","armor_class":"14 (natural armor)","senses":"truesight 120 ft., passive perception 12","saving_throws":"DEX +5, INT +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components * At will speak with dead<\/i> * 1/day plane shift <\/i>(self only) ***Spectral Duplicate (Recharges after a Short or Long Rest).*** As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.","actions":"***Bite*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ***Claws*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ***Multiattack*** The berbalang makes two attacks: one with its bite and one with its claws."} {"creature_name":"Bereginyas","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"20 (+5)","CON":"12 (+1)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, elvish, sylvan","skills":"Perception +5, Stealth +9","speed":"20 ft., fly 60 ft.","hit_points":"70 (20d4 + 20)","armor_class":"15","senses":"darkvision 60 ft., passive perception 15","saving_throws":"DEX +7","damage_immunities":"bludgeoning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Smother.*** The bereginyas extends a semi-solid gaseous tendril down the grappled target's throat. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. ***Multiattack.*** The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action."} {"creature_name":"Berserker","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"17 (+3)","INT":"9 (-1)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any chaotic alignment","creature_xp":450,"creature_cr":2,"languages":"any one language (usually common)","skills":"","speed":"30 ft.","hit_points":"67 (9d8+27)","armor_class":"13 (hide armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Reckless.*** At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.","actions":"***Greataxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage."} {"creature_name":"Berstuc","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"10 (+0)","CON":"20 (+5)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"abyssal, common, sylvan; telepathy 120 ft.","skills":"Deception +8, Nature +10, Stealth +4 (+8 In Forest Terrain), Survival +6","speed":"40 ft., burrow 20 ft.","hit_points":"157 (15d10 + 75)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 12","saving_throws":"STR +10, WIS +6, CHA +8","damage_immunities":"lightning, poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***False Presence.*** The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked. ***Magic Resistance.*** The berstuc has advantage on saving throws against spells and other magical effects. ***Twisted Path.*** The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours.","actions":"***Absorb.*** The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone. ***Multiattack.*** The berstuc makes three slam attacks and Absorbs once. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16)."} {"creature_name":"Bheur Hag","creature_source":"Volos Guide","STR":"13 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"auran, common, giant","skills":"Nature +4, Perception +4, Stealth +6, Survival +4","speed":"30 ft.","hit_points":"91 (14d8+28)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Graystaff Magic.*** The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. ***Hag Coven.*** When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. ***Hag Eye (Coven Only).*** A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. ***Ice Walk.*** The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components * At will hold person* , ray of frost<\/i> * 3/day each cone of cold* , ice storm* , wall of ice* <\/i> * 1/day each control weather<\/i> ***Shared Spellcasting (Coven Only).*** While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves * 1st level (4 slots) identify, ray of sickness<\/i> * 2nd level (3 slots) hold person, locate object<\/i> * 3rd level (3 slots) bestow curse, counterspell, lightning bolt<\/i> * 4th level (3 slots) phantasmal killer, polymorph<\/i> * 5th level (2 slots) contact other plane, scrying<\/i> * 6th level (1 slot) eyebite<\/i> For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. ***Variant Death Coven.*** For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) false life, inflict wounds<\/i> * 2nd level (3 slots) gentle repose, ray of enfeeblement<\/i> * 3rd level (3 slots) animate dead, revivify, speak with dead<\/i> * 4th level (3 slots) blight, death ward<\/i> * 5th level (2 slots) contagion, raise dead<\/i> * 6th level (1 slot) circle of death<\/i> ***Variant Nature Coven.*** For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) entangle, speak with animals<\/i> * 2nd level (3 slots) flaming sphere, moonbeam, spike growth<\/i> * 3rd level (3 slots) call lightning, plant growth<\/i> * 4th level (3 slots) dominate beast, grasping vine<\/i> * 5th level (2 slots) insect plague, tree stride<\/i> * 6th level (1 slot) wall of thorns<\/i> ***Variant Prophecy Coven.*** For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells: * 1st level (4 slots) bane, bless<\/i> * 2nd level (3 slots) augury, detect thoughts<\/i> * 3rd level (3 slots) calirvoyance, dispel magic, nondetection<\/i> * 4th level (3 slots) arcane eye, locate creature<\/i> * 5th level (2 slots) geas, legend lore<\/i> * 6th level (1 slot) true seeing<\/i>","actions":"***Maddening Feast.*** The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. 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 hag's Maddening Feast for the next 24 hours. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage."} {"creature_name":"Biclops","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"10 (+0)","CON":"25 (+7)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral","creature_xp":11500,"creature_cr":14,"languages":"giant","skills":"Athletics +15, Perception +7","speed":"30 ft.","hit_points":"283 (21d12 + 147)","armor_class":"16 (chainmail)","senses":"passive perception 17","saving_throws":"DEX +5, CON +12, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Improved Critical.*** Longsword and spear attacks score a critical hit on a roll of 19 or 20. ***Two Heads.*** The biclops has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ***Two-Weapon Master.*** When attacking with two weapons, a biclops may reroll any 1 on a damage dice, keeping the second result. ***Wakeful.*** When one head of the biclops is asleep, the other head is awake.","actions":"***Longsword.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage. ***Multiattack.*** The biclops makes three attacks with its two longswords. It can choose to hurl two spears or throw two rocks instead. ***Rock.*** Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. ***Spear.*** Melee Weapon Attack: +13 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 22 (4d6 + 8) piercing damage."} {"creature_name":"Bighorn Bison","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"12 (+1)","CON":"19 (+4)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"40 ft.","hit_points":"57 (6d10 + 24)","armor_class":"14 (natural armor)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trample.*** If the bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bison can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. ***Kick.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target directly behind it. Hit: 15 (2d8 + 6) bludgeoning damage. ***Multiattack.*** The bighorn bison can make one gore attack and one kick attack. ***Stomp.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage."} {"creature_name":"Black Abishai","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"17 (+3)","CON":"14 (+2)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"11 (0)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"draconic, infernal, telepathy 120 ft.","skills":"Perception +6, Stealth +6","speed":"30 ft., fly 40 ft.","hit_points":"58 (9d8 + 18)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX +6, WIS +6","damage_immunities":"acid, fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the abishai's darkvision. ***Magic Resistance.*** The abishai has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The abishai's weapon attacks are magical. ***Shadow Stealth.*** While in dim light or darkness, the abishai can take the Hide action as a bonus action.","actions":"***Bite*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. ***Creeping Darkness (Recharge 6)*** The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. ***Multiattack*** The abishai makes three attacks: two with its scimitar and one with its bite. ***Scimitar*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Black Bear","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"40 ft., climb 30 ft.","hit_points":"19 (3d8+6)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws."} {"creature_name":"Black Bulette","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"14 (+2)","CON":"22 (+6)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"all, telepathy 120 ft.","skills":"Perception +7","speed":"80 ft., burrow 80 ft.","hit_points":"225 (18d12 + 108)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 17","saving_throws":"DEX +7, WIS +7","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Deal of a Lifetime.*** If killed, the body of the black bulette shatters into shards of obsidian glass, freeing the devil imprisoned within. The devil may be of any random type (GM's discretion) save that of a royal rank. The devil will be grateful to whoever is responsible for ending its centuries-long confinement, and will offer the responsible parties one favor in payment before returning to the infernal realms of its home plane. Wise recipients of this offer should bear in mind that the usual caveats of treating with devils remain in full force when striking any bargains. ***Detect Evil and Good.*** The bulette knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. ***Dual Planar Connection.*** The black bulette has a planar tie to the Abyss, where it appears as a chained adamantine cask shaped like an abstracted bulette. ***Infernal Stench.*** Any creature that starts its turn within 120 feet of the bulette must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. Coming into physical contact with a black bulette results in the creature being imparted with a horrid stench that causes it to have disadvantage on Dexterity (Stealth) checks for 12 hours. The stench can be removed sooner with plenty of soap, water, and two full hours of scrubbing. ***Magic Resistance.*** The bulette has advantage on saving throws against spells and other magical effects.","actions":"***Abyssal Breath (Recharge 5-6).*** The bulette exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 58 (8d12 + 6) piercing damage."} {"creature_name":"Black Dragon Wyrmling","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +4","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"33 (6d8+6)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +4, CON +3, WIS +2, CHA +3","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage."} {"creature_name":"Black Earth Guard","creature_source":"Elemental Evil","STR":"17 (+3)","DEX":"11 (0)","CON":"14 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common","skills":"Intimidation +1, Perception +2","speed":"30 ft.","hit_points":"39 (6d8+12)","armor_class":"18 (plate)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Unyielding.*** When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","actions":"***Morningstar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Multiattack.*** The guard makes two melee attacks."} {"creature_name":"Black Earth Priest","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"12 (+1)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, terran","skills":"Intimidation +5, Religion +3, Persuasion +5","speed":"30 ft.","hit_points":"45 (7d8+14)","armor_class":"17 (splint)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) acid splash, blade ward, light, mending, mold earth<\/i> * 1st level (4 slots) earth tremor, expeditious retreat, shield<\/i> * 2nd level (3 slots) shatter, spider climb<\/i> * 3rd level (2 slots) slow<\/i> ***Unyielding.*** When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","actions":"***Glaive.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. ***Multiattack.*** The priest makes two melee attacks."} {"creature_name":"Black Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft., swim 30 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The guard drake can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"Black Knight Commander","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"10 (+0)","CON":"14 (+2)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"any two languages","skills":"Animal Handling + 4, Athletics +7, Intimidation +5","speed":"30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"18 (plate)","senses":"passive perception 11","saving_throws":"STR +7, WIS +4, CHA +5,","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage. ***Hateful Aura.*** The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below). ***Magic Weapons.*** The black knight commander's weapon attacks are made with magical (+1) weapons.","actions":"***Frightful Charge (Recharges after a Short or Long Rest).*** The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Lance.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. ***Mace.*** Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage. ***Multiattack.*** The black knight commander makes two melee attacks."} {"creature_name":"Black Orc","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"12 (+1)","CON":"12 (+1)","INT":"9 (-1)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, orc","skills":"Intimidation +3","speed":"30 ft.","hit_points":"16 (3d8 + 3)","armor_class":"15 (scale mail)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blessing of Orcus.*** Black orcs have advantage on saving throws against the spells and effects of undead creatures.","actions":"***Light Crossbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack."} {"creature_name":"Black Orc Champion","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"14 (+2)","CON":"14 (+2)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, common, orc","skills":"Intimidation +7, Perception +4, Religion +2","speed":"30 ft.","hit_points":"97 (15d8 + 30)","armor_class":"18 (plate)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"WIS +4, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blessing of Orcus.*** Black orcs have advantage on saving throws against the spells and effects of undead creatures. ***Parry.*** The black orc champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon. ***Spellcasting.*** The black orc champion is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared * 1st level (4 slots) command, detect evil and good, false life, protection from evil and good, shield of faith<\/i> * 2nd level (3 slots) magic weapon, silence, protection from poison<\/i> ***Unholy Strike.*** Once on each of the black orc champion's turns when it hits a creature with a melee weapon attack, the champion can cause the attack to deal an extra 13 (3d8) necrotic damage to the target.","actions":"***Dreadful Glare (Recharges on a Short or Long Rest).*** Each enemy within 30 feet of the champion must succeed on a DC 15 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. A frightened creature can repeat the saving throw on the end of each of its turns, ending the effect on a success. ***Greatsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The black orc champion makes two melee attacks."} {"creature_name":"Black Orc High Priest of Orcus","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"14 (+2)","CON":"18 (+4)","INT":"12 (+1)","WIS":"20 (+5)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, common, orc","skills":"Arcana +5, Deception +6, Insight +9, Intimidation +6, Perception +9","speed":"30 ft.","hit_points":"127 (15d8 + 60)","armor_class":"16 (scale mail)","senses":"truesight 120 ft., passive perception 19","saving_throws":"WIS +9, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Abyssal Blessing.*** The priest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not an undead to 0 hit points. ***Blessing of Orcus.*** Black orcs have advantage on saving throws against the spells and effects of undead creatures. ***Deadsight.*** The high priest of Orcus has truesight out to a range of 120 feet. ***Spellcasting.*** The high priest of Orcus is a 10 level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) chill touch, guidance, mending, resistance<\/i> * 1st level (4 slots) bane, cure wounds, false life, inflict wounds<\/i> * 2nd level (3 slots) aid, blindness/deafness, hold person, silence<\/i> * 3rd level (3 slots) animate dead, bestow curse, dispel magic, spirit guardians<\/i> * 4th level (3 slots) banishment, death ward, guardian of faith<\/i> * 5th level (2 slots) dispel evil and good, insect plague<\/i> ***Unholy Strike.*** Once on each of the high priest's turns when it hits a creature with a melee weapon attack, the high priest can cause the attack to deal an extra 18 (4d8) necrotic damage to the target.","actions":"***Caress of Orcus (Recharge 5-6).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse in 24 hours under the priest's control, unless the humanoid is restored to life or its body is destroyed. The priest can have no more than three shadows under its control at one time. ***Mace.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. ***Multiattack.*** The high priest makes two melee attacks."} {"creature_name":"Black Pudding","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"5 (-3)","CON":"16 (+3)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"85 (10d10+30)","armor_class":"7","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"acid, cold, lightning, slashing","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing. ***Corrosive Form.*** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Spider Climb.*** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.","actions":"***Pseudopod.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Black Skeleton","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"19 (+4)","CON":"13 (+1)","INT":"13 (+1)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"the languages it knew in life but can't speak","skills":"Perception +4, Stealth +6","speed":"40 ft.","hit_points":"71 (13d8 + 13)","armor_class":"17 (chain shirt)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"cold","damage_vulnerabilities":"bludgeoning, radiant","condition_immunities":"exhaustion, poisoned","abilities":"***Shortsword Masters.*** Black skeletons gain defensive bonuses (+2 to AC) and bonuses to attack (+2 to hit) when wielding two shortswords (included in the statistics).","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. ***Multiattack.*** The black skeleton makes two claw attacks or two shortsword attacks. ***Shortsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest"} {"creature_name":"Blackguard","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"11 (0)","CON":"18 (+4)","INT":"11 (0)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-good alignment","creature_xp":3900,"creature_cr":8,"languages":"any one language (usually common)","skills":"Athletics +7, Deception +5, Intimidation +5","speed":"30 ft.","hit_points":"153 (18d8+72)","armor_class":"18 (plate)","senses":"","saving_throws":"WIS +5, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared * 1st level (4 slots) command, protection from evil and good, thunderous smite<\/i> * 2nd level (3 slots) branding smite, find steed<\/i> * 3rd level (2 slots) blinding smite, dispel magic<\/i>","actions":"***Dreadful Aspect (Recharges after a Short or Long Rest).*** The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. ***Glaive.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage. ***Multiattack.*** The blackguard makes three attacks with its glaive or its shortbow. ***Shortbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage."} {"creature_name":"Blagothkus","creature_source":"Tyranny Of Dragons","STR":"26 (+8)","DEX":"13 (+1)","CON":"20 (+5)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"huge","creature_type":"giant (cloud giant)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, draconic, giant","skills":"Arcana +7, Insight +6, Intimidation +6, Perception +6","speed":"40 ft.","hit_points":"138 (12d12+60)","armor_class":"17 (splint)","senses":"","saving_throws":"CON +9, WIS +6, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components * 3/day each fog cloud, levitate<\/i> ***Keen Smell.*** Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. ***Spellcasting.*** Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list * Cantrips (at will) light, mage hand, prestidigitation<\/i> * 1st level (4 slots) detect magic, identify, magic missile, shield<\/i> * 2nd level (3 slots) gust of wind, misty step, shatter<\/i> * 3rd level (2 slots) fly, lightning bolt<\/i>","actions":"***Morningstar.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. ***Multiattack.*** Blagothkus attacks twice with his morningstar."} {"creature_name":"Bleeding Horror Minotaur","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"10 (+0)","CON":"15 (+2)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"giant","skills":"Perception +6, Survival +6","speed":"30 ft.","hit_points":"75 (10d10 + 20)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +3, CON +5, WIS +3","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Charge.*** If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. ***Horrific Appearance.*** All creatures who directly look at the minotaur must make a DC 14 Wisdom saving throw or be 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 minotaur's horrific appearance for the next 24 hours. ***Magic Resistance.*** The minotaur has advantage on saving throws against spells and other magic effects. ***Magic Weapons.*** The minotaur's attacks are magical.","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Gore.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Greataxe.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The bleeding horror minotaur uses its gore attack, and makes one attack with its claw and one with its greataxe, or two with its claws."} {"creature_name":"Blemmyes","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"13 (+1)","CON":"20 (+5)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"giant","skills":"Intimidation +3","speed":"40 ft.","hit_points":"168 (16d10 + 80)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Carnivorous Compulsion.*** If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. ***Multiattack.*** The blemmyes makes two slam attacks and one bite attack. ***Rock.*** Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn."} {"creature_name":"Blindheim","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"14 (+2)","CON":"11 (+0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"primordial","skills":"","speed":"30 ft.","hit_points":"17 (5d6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Eye Beams.*** When a blindheim's eyes are open, it emits a 30- foot cone of light. It can see normally in this light and functions normally in areas of magical darkness. A creature looking at a blindheim when its eye beams are \"on\" must succeed on a DC 12 Constitution saving throw or be blinded for 1 hour. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Blink Dog","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"10 (0)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful good","creature_xp":50,"creature_cr":0.25,"languages":"blink dog, understands sylvan but can't speak it","skills":"Perception +3, Stealth +5","speed":"40 ft.","hit_points":"22 (4d8+4)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Teleport (Recharge 4-6).*** The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack."} {"creature_name":"Blister Beetle","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"10 (+0)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft.","hit_points":"13 (3d6 + 3)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Perception 10\"","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage plus 3 (1d6) acid damage. ***Blister Spray (Recharge 5-6).*** The beetle exhales a 15-foot cone of caustic acid, causing painful blisters to form on the skin of any creature caught in the spray. Creatures in the area must make a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Blood Bush","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"14 (+2)","CON":"20 (+5)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"plant","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"0 ft.","hit_points":"59 (7d6 + 35)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft., passive perception 11","saving_throws":"","damage_immunities":"lightning","damage_resistances":"cold, fire","damage_vulnerabilities":"thunder","condition_immunities":"","abilities":"***Germinate.*** Creatures that are implanted with a blood bush seed begin to suffer the effects of it rapidly germinating inside of them. Once implanted, the seed quickly begins to grow and expand. For every 24 hours that elapse, the target must repeat the DC 14 Constitution saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The germinating seed is destroyed by the immune system on a success. The target dies if this reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the blood bush seed is removed.","actions":"***Flower Dart.*** Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be implanted with a blood bush seed (see Germinate). ***Multiattack.*** The blood bush makes one attack with its flower darts and two attacks with its tendrils. ***Tendril.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12) and restrained, and the blood bush cannot grapple another target."} {"creature_name":"Blood Golem","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"19 (+4)","CON":"16 (+3)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"1 (-5)","creature_size":"large","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft.","hit_points":"102 (12d10 + 36)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Amorphous.*** The blood golem can move through a space as narrow as 1 inch wide without squeezing. ***Berserk.*** When the blood golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the blood golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. ***Blood Ooze.*** The blood golem takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the blood golem's Engulf and has disadvantage on the saving throw. Creatures inside the blood golem can't be seen and have total cover. A creature within 5 feet of the blood golem can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) necrotic damage. The blood golem can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. ***Blood Sense.*** The blood golem can magically sense the presence of blood in living creatures up to 1 mile away. It knows the general direction they're in but not their exact locations. ***Blood Splatter.*** Any time the golem is hit in combat, a gout of blood erupts from its body. All creatures within 10 feet of the golem must succeed on a DC 15 Dexterity saving throw or be blinded until the end of the creature's next turn. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical. ***Split.*** When a blood golem reaches its maximum hit points for its Hit Dice, it splits into two identical golems. Each golem has hit points equal to half the maximum hit points of the original golem. New golems are one size smaller than the original golem.","actions":"***Engulf.*** The blood golem moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the blood golem enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the blood golem. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the blood golem enters the creature's space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) necrotic damage at the start of each of the blood golem's turns. When the blood golem moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the blood golem. ***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 22 (4d8 + 4) bludgeoning damage plus 14 (3d6 + 4) necrotic damage; its hit point maximum is reduced by the amount equal to the necrotic damage, and the blood golem regains hit points equal to that amount. The reduction in the target's hit point maximum lasts until the target finishes a long rest. The target dies if this reduces its hit point maximum to 0."} {"creature_name":"Blood Hag","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"16 (+3)","CON":"18 (+4)","INT":"19 (+4)","WIS":"21 (+5)","CHA":"17 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"common, giant, infernal, sylvan, trollkin","skills":"Deception +7, Intimidation +7, Perception +9, Stealth +7","speed":"30 ft., climb 30 ft.","hit_points":"178 (21d8 + 84)","armor_class":"16 (natural armor)","senses":"blood sense 90 ft., darkvision 60 ft., passive perception 19","saving_throws":"DEX +7, CON +8, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Blood Sense.*** A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components At will disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing 3/day each bestow curse, invisibility, mirror image 1/day each cloudkill, modify memory","actions":"***1.*** Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute. ***2.*** Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute. ***3.*** Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute. ***4.*** Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save. ***Blood-Drinking Hair.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel. ***Call the Blood.*** The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. ***Face Peel.*** The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner. ***Multiattack.*** The blood hag makes two claw attacks and one blood-drinking hair attack."} {"creature_name":"Blood Hawk","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"14 (+2)","CON":"10 (0)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"5 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"Perception +4","speed":"10 ft., fly 60 ft.","hit_points":"7 (2d6)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight. ***Pack Tactics.*** The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Blood Hunter","creature_source":"Explorers Guide To Wildemount","STR":"18 (+4)","DEX":"12 (+1)","CON":"15 (+2)","INT":"9 (-1)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"any one language (usually common)","skills":"Acrobatics +4, Insight +6, Perception +6","speed":"30 ft.","hit_points":"65 (10d8 + 20)","armor_class":"16 (half plate)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"STR +7, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Curse of Binding (1/Day).*** As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Blood Frenzy.*** The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Innate Spellcasting (1/Day).*** The blood hunter can innately cast hex<\/i>. Its innate spellcasting ability is Intelligence. ***Magic Resistance.*** The blood hunter has advantage on saving throws against spells and other magical effects.","actions":"***Greatsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. ***Heavy Crossbow.*** Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. ***Multiattack.*** The blood hunter attacks twice with a weapon."} {"creature_name":"Blood Orc","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"13 (+1)","CON":"14 (+2)","INT":"8 (-1)","WIS":"6 (-2)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"common, orc","skills":"Intimidation +0","speed":"30 ft.","hit_points":"13 (2d8 + 4)","armor_class":"14 (chain shirt)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bloodfrenzy.*** When the blood orc begins its turn with half or fewer of its hit points, it can make a bite attack as a bonus action when it takes the Attack action, and it has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other effects.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Greataxe.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage."} {"creature_name":"Blood Orc Elder Warrior","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"13 (+1)","CON":"16 (+3)","INT":"8 (-1)","WIS":"6 (-2)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, orc","skills":"Intimidation +1, Perception +1, Survival +1","speed":"40 ft.","hit_points":"75 (10d8 + 30)","armor_class":"14 (chain shirt)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"STR +8, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bloodfrenzy.*** When the blood orc begins its turn with half or fewer of its hit points, it can make a bite attack as a bonus action when it takes the Attack action, and it has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other effects, and the elder warrior has resistance to bludgeoning, piercing, and slashing damage. ***Brute.*** A melee weapon deals one extra die of its damage when the elder warrior hits with it (included in the attack).","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. ***Greataxe.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. ***Multiattack.*** The elder warrior makes two melee attacks. ***Terrorize (1/day).*** The elder warrior roars and displays its trophies, which are visible to all creatures within 30 feet that can see it. Creatures of the elder warrior's choice within that area must make a DC 16 Wisdom saving throw or be frightened of the warrior for 1 minute. While frightened, they are paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Blood Orchid","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"12 (+1)","CON":"16 (+3)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"telepathy 120 ft.","skills":"Stealth +4","speed":"5 ft., fly 30 ft.","hit_points":"76 (9d10 + 27)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"thunder","damage_resistances":"acid, cold, lightning, fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hyper-Awareness.*** A blood orchid cannot be surprised. ***Telepathic Bond.*** Blood orchids have a telepathic link to other blood orchids that are within 120 feet.","actions":"***Blood Drain.*** The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Multiattack.*** The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles. ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 11). While grappled this way, the creature is restrained. Until the grapple ends, the blood orchid can't use this tentacle on another target. The blood orchid has three tentacles that it can attack with."} {"creature_name":"Blood Orchid Grand Savant","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"13 (+1)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"huge","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":5000,"creature_cr":9,"languages":"telepathy 120 ft.","skills":"Stealth +5","speed":"5 ft., fly 30 ft.","hit_points":"136 (13d12 + 52)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"thunder","damage_resistances":"acid, cold, lightning, fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hyper-Awareness.*** The blood orchid cannot be surprised. ***Spellcasting.*** The blood orchid is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells * Cantrips (at will) dancing lights, fire bolt, light, mage hand<\/i> * 1st level (4 slots) burning hands, color spray, detect magic, magic missile<\/i> * 2nd level (3 slots) darkness, ray of enfeeblement, scorching ray<\/i> * 3rd level (3 slots) lightning bolt, vampiric touch<\/i> * 4th level (1 slots) fire shield<\/i> ***Telepathic Bond.*** Blood orchids have a telepathic link to other blood orchids that are within 120 feet.","actions":"***Blood Drain.*** The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Multiattack.*** The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles. ***Tentacles.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 15). While grappled this way, the creature is restrained. Until the grapple ends, the blood orchid can't use this tentacle on another target. The blood orchid has three tentacles that it can attack with."} {"creature_name":"Blood Orchid Savant","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"telepathy 120 ft.","skills":"Stealth +5","speed":"5 ft., fly 30 ft.","hit_points":"97 (13d10 + 26)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"thunder","damage_resistances":"acid, cold, lightning, fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hyper-Awareness.*** The blood orchid cannot be surprised. ***Spellcasting.*** The blood orchid is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells * Cantrips (at will) dancing lights, fire bolt, light, mage hand<\/i> * 1st level (4 slots) burning hands, color spray, detect magic, magic missile<\/i> * 2nd level (3 slots) darkness, ray of enfeeblement, scorching ray<\/i> ***Telepathic Bond.*** Blood orchids have a telepathic link to other blood orchids that are within 120 feet.","actions":"***Blood Drain.*** The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Multiattack.*** The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles. ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 12). While grappled this way, the creature is restrained. Until the grapple ends, the blood orchid can't use this tentacle on another target. The blood orchid has three tentacles that it can attack with."} {"creature_name":"Blood Wight","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"15 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"the languages it knew in life","skills":"Perception +7, Stealth +5","speed":"30 ft.","hit_points":"95 (10d10 + 40)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Magic Weapons.*** The wight's weapon attacks are magical. ***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Claws.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The wight can grapple only one target. ***Engulf.*** The wight engulfs one creature it has grappled, and the grapple ends. While engulfed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the wight, and it takes 27 (6d8) necrotic damage at the start of each of the wight's turns. If the wight takes 30 damage or more on a single turn from a creature inside it, the wight must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all engulfed creatures, which fall prone in a space within 5 feet of the wight. If the wight dies, all engulfed creatures explode out from the corpse, falling prone 15 feet away. ***Life Drain.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ***Multiattack.*** The blood wight makes one claw attack and one life drain attack."} {"creature_name":"Blue Abishai","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"14 (+2)","CON":"17 (+3)","INT":"22 (+6)","WIS":"23 (+6)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":18000,"creature_cr":17,"languages":"draconic, infernal, telepathy 120 ft.","skills":"Arcana +12","speed":"30 ft., fly 50 ft.","hit_points":"195 (26d8 + 78)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"INT +12, WIS +12","damage_immunities":"fire, lightning, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the abishai's darkvision. ***Magic Resistance.*** The abishai has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The abishai's weapon attacks are magical. ***Spellcasting.*** The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared * Cantrips (at will) friends, mage hand, message, minor illusion, shocking grasp<\/i> * 1st level (4 slots) chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave<\/i> * 2nd level (3 slots) darkness, mirror image, misty step<\/i> * 3rd level (3 slots) dispel magic, fear, lightning bolt<\/i> * 4th level (3 slots) dimension door, greater invisibility, ice storm<\/i> * 5th level (2 slots) cone of cold, wall of force<\/i> * 6th level (1 slot) chain lightning<\/i> * 7th level (1 slot) teleport<\/i>","actions":"***Bite*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. ***Multiattack*** The abishai makes two attacks: one with its quarterstaff and one with its bite. ***Quarterstaff*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands."} {"creature_name":"Blue Bulette","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"12 (+1)","CON":"24 (+7)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"4 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"--","skills":"Perception +4","speed":"40 ft.","hit_points":"150 (12d10 + 84)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +5, CON +11, WIS +4","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Electromagnetic Field.*** The electrified nature of the blue bulette is such that compasses will spin wildly within half of a mile of the bulette, and any technology-based items will cease to function within 150 feet of it. ***Motherlode.*** If killed, the body of a blue bulette explodes in a loud roar of thunder (deafening all within 150 feet for 1 minute). Afterward, all that remains of the beast is a 100-pound pile of meteoric iron, which if broken, will also contain its single white horn and 1-6 small lodestones. ***Planar Connection.*** Because their arcane natures tie blue bulettes to the Demi-plane of Lightning, they also simultaneously exist there as nearly invisible silhouettes intermittently illuminated by flashes of electric light.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) piercing damage plus 26 (4d12) lightning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be knocked unconscious for 1 minute. ***Bolt and Run.*** The blue bulette transforms into a sphere of ball lightning and magically teleports up to 120 feet to an unoccupied space it can see. ***Electric Stomp.*** The bulette slams its forefeet into the ground, imparting a ground-conductive electric charge in an 80-foot radius. All creatures, excluding constructs and undead, must succeed on a DC 17 Constitution saving throw, or take 26 (4d12) lightning damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Blue Dragon Wyrmling","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"15 (+2)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., burrow 15 ft., fly 60 ft.","hit_points":"52 (8d8+16)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +4, WIS +2, CHA +4","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Blue Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft., burrow 20 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"Blue Slaad","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"15 (+2)","CON":"18 (+4)","INT":"7 (-2)","WIS":"7 (-2)","CHA":"9 (-1)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":2900,"creature_cr":7,"languages":"slaad, telepathy 60 ft.","skills":"Perception +1","speed":"30 ft.","hit_points":"123 (13d10+52)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects ***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ***Variant Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws."} {"creature_name":"Boar","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"11 (0)","CON":"12 (+1)","INT":"2 (-4)","WIS":"9 (-1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"40 ft.","hit_points":"11 (2d8+2)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ***Relentless (Recharges after a Short or Long Rest).*** If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.","actions":"***Tusk.*** Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage."} {"creature_name":"Boarfolk","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"10 (+0)","CON":"10 (+0)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"11 (+0)","creature_size":"large","creature_type":"humanoid (boarfolk)","creature_alignment":"lawful neutral","creature_xp":50,"creature_cr":0.25,"languages":"boarfolk, common","skills":"","speed":"30 ft.","hit_points":"16 (3d10)","armor_class":"10","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Created Race.*** The boarfolk has advantage on saving throws against spells and effects which would alter its form. ***Keen Scent.*** A boarfolk has advantage on Wisdom (Perception) checks based on scent.","actions":"***Gore.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Greatclub.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage."} {"creature_name":"Boarfolk Rager","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"15 (+2)","CON":"18 (+4)","INT":"9 (-1)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"humanoid (boarfolk)","creature_alignment":"lawful neutral","creature_xp":5000,"creature_cr":9,"languages":"boarfolk, common","skills":"Athletics +9, Intimidation +3","speed":"40 ft.","hit_points":"123 (13d10 + 52)","armor_class":"16","senses":"darkvision 60 ft., passive perception 10","saving_throws":"STR +9, DEX +6, CON +8","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brute.*** A melee weapon deals one extra die of its damage when the rager hits with it (included in the attack). ***Created Race.*** The boarfolk rager has advantage on saving throws against spells and effects that would alter its form. ***Keen Scent.*** A boarfolk rager has advantage on Wisdom (Perception) checks based on scent. ***Reckless.*** At the start of its turn, the rager can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.","actions":"***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ***Multiattack.*** The boarfolk rager makes three melee attacks. ***Tusks.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage."} {"creature_name":"Bodak","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"abyssal, the languages it knew in life","skills":"Perception +4, Stealth +6","speed":"30 ft.","hit_points":"58 (9d8+18)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Aura of Annihilation.*** The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. ***Death Gaze.*** When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. ***Sunlight Hypersensitivity.*** The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage. ***Withering Gaze.*** One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Bog Beast","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"11 (+0)","CON":"18 (+4)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +5, Survival +5","speed":"30 ft.","hit_points":"76 (8d10 + 32)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The bog beast has advantage on Wisdom (Perception) checks based on smell.","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction of the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The bog beast makes two attacks with its claws."} {"creature_name":"Bog Creeper","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"10 (+0)","CON":"20 (+5)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +5","speed":"10 ft., swim 20 ft.","hit_points":"104 (11d8 + 55)","armor_class":"12 (natural armor)","senses":"tremorsense 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***False Appearance.*** While the bog creeper remains motionless, it is indistinguishable from normal plants. ***Marsh Move.*** A bog creeper doesn't treat marshy, swampy terrain as difficult terrain.","actions":"***Acid Spray (3/day).*** The bog creeper sprays stomach acid in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (3d8) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Multiattack.*** The bog creeper makes up to four attacks: one with its bite, one slam, and two with its tendrils. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. ***Tendrils.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if the bog creeper isn't already grappling a creature, and the target is restrained until the grapple ends. The bog creeper can only grapple one target."} {"creature_name":"Boggle","creature_source":"Volos Guide","STR":"8 (-1)","DEX":"18 (+4)","CON":"13 (+1)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":25,"creature_cr":0.125,"languages":"sylvan","skills":"Perception +3, Sleight Of Hand +6, Stealth +6","speed":"30 ft., climb 30 ft.","hit_points":"18 (4d6+4)","armor_class":"14","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Boggle Oil.*** The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. * Slippery Oil While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. * Sticky Oil While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Dimensional Rift.*** As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as \"30 feet straight up\"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. ***Uncanny Smell.*** The boggle has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Oil Puddle.*** The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour. * If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. * If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. ***Pummel.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage."} {"creature_name":"Boloti","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common, primordial, sylvan","skills":"Perception +3, Stealth +7","speed":"20 ft., swim 60 ft.","hit_points":"63 (14d4 + 28)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The boloti can breathe air and water. ***Innate Spellcasting.*** The boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components * At will detect magic, water walk<\/i> * 3/day control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing<\/i> * 1/day wall of ice<\/i> ***Water Mastery.*** A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls.","actions":"***Dagger.*** Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. ***Vortex (1/Day).*** A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space."} {"creature_name":"Bone Collective","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"20 (+5)","CON":"18 (+4)","INT":"14 (+2)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"small","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, darakhul","skills":"Arcana +5, Deception +6, Perception +3, Stealth +11","speed":"30 ft.","hit_points":"120 (16d6 + 64)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"DEX +8","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Hive Mind.*** All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective. ***Innate Spellcasting.*** The bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will chill touch<\/i> * 3/day animate dead <\/i>(up to 5 skeletons or zombies) ***Swarm.*** A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage. ***Multiattack.*** The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack. ***Swarm.*** Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom. ***Wyrmblood Venom (Injury).*** Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic."} {"creature_name":"Bone Crab","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +3, Stealth +4","speed":"20 ft., swim 10 ft.","hit_points":"33 (6d6 + 12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The bone crab can breathe air and water. ***Bone Camouflage.*** A bone crab has advantage on Dexterity (Stealth) checks while it's among bones. ***Hive Mind.*** A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are. ***Leap.*** Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Multiattack.*** The bone crab makes two claw attacks. ***White Ghost Shivers.*** A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally."} {"creature_name":"Bone Crawler","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"9 (-1)","WIS":"15 (+3)","CHA":"9 (-1)","creature_size":"huge","creature_type":"aberration","creature_alignment":"neutral","creature_xp":10000,"creature_cr":13,"languages":"deep speech","skills":"","speed":"30 ft., climb 10 ft.","hit_points":"161 (14d12 + 70)","armor_class":"16 (natural armor)","senses":"blindsight 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing,","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***False Appearance.*** While motionless, a bone crawler is indistinguishable from a mound of bones. ***Improved Critical.*** The bone crawler's bone blade attacks score a critical hit on a roll of 19 or 20. ***Spiked Bone Armor.*** The bone crawler is encased in a shell of ironhard bones that can absorb 150 hit points worth of damage. Against area of effect attacks, the bone crawler's bone armor will still take damage regardless of whether the bone crawler succeeded on the save. If the bone crawler succeeds on the save, the armor takes half the total damage dealt by the attack. If the bone crawler fails its saving throw, the armor takes double damage from the area effect. For every 10 hit points of damage the armor takes, the armor gains an additional bone spike. A creature that starts its turn within 5 ft. of the bone crawler takes damage due to the bone spikes. For every bone spike the armor has accumulated, the adjacent creatures take 1d4 piercing damage. The bone crawler can repair its armor over a 24 hour period by absorbing additional bones into its hulking mass. As the bone crawler absorbs bones, it secretes a substance that will harden, coating the bones, and create the iron-hard shell. For every 3 hit points of bone absorbed by the crawler, 1 hit point of damage is repaired on the armor. For example, if the crawler absorbs the skeleton of a creature that had 75 hit points it would repair 25 hit points of damage on its armor. and slashing from nonmagical weapons\" paralyzed, petrified, poisoned\"","actions":"***Bone Blade.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (1d10 + 8) slashing damage. ***Bone Whip.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage. ***Multiattack.*** The crawler can make up to 6 attacks using its bone blades and bone whips. ***Whirling Frenzy (Recharge 5-6).*** The bone crawler spins its bone blades in a swirling storm of sharpened edges. Creatures within 10 feet of the crawler must succeed on a DC 15 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failure, or half as much damage on a successful one."} {"creature_name":"Bone Devil","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"16 (+3)","CON":"18 (+4)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"infernal, telepathy 120 ft.","skills":"Deception +7, Insight +6","speed":"40 ft., fly 40 ft.","hit_points":"142 (15d10+60)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +6, CHA +7","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Multiattack.*** The devil makes three attacks: two with its claws and one with its sting. ***Sting.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success ."} {"creature_name":"Bone Devil Polearm","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"16 (+3)","CON":"18 (+4)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"infernal, telepathy 120 ft.","skills":"Deception +7, Insight +6","speed":"40 ft., fly 40 ft.","hit_points":"142 (15d10+60)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +6, CHA +7","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Hooked Polearm.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the devil can't use its polearm on another target. ***Multiattack.*** The devil makes three attacks: two with its hooked polearm and one with its sting. ***Sting.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success ."} {"creature_name":"Bone Naga (Guardian)","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common plus one other language","skills":"","speed":"30 ft.","hit_points":"58 (9d10+9)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, paralyzed, poisoned","abilities":"***Spellcasting.*** The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared * Cantrips (at will) mending, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) command, shield of faith<\/i> * 2nd level (3 slots) calm emotions, hold person<\/i> * 3rd level (2 slots) bestow curse<\/i>","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage."} {"creature_name":"Bone Naga (Spirit)","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common plus one other language","skills":"","speed":"30 ft.","hit_points":"58 (9d10+9)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, paralyzed, poisoned","abilities":"***Spellcasting.*** The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared * Cantrips (at will) mage hand, minor illusion, ray of frost<\/i> * 1st level (4 slots) charm person, sleep<\/i> * 2nd level (3 slots) detect thoughts, hold person<\/i> * 3rd level (2 slots) lightning bolt<\/i>","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage."} {"creature_name":"Bone Swarm","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"18 (+4)","CON":"10 (+0)","INT":"9 (-1)","WIS":"15 (+2)","CHA":"20 (+5)","creature_size":"large","creature_type":"swarm","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"common, void speech","skills":"Acrobatics +8, Perception +6, Stealth +8","speed":"20 ft., fly 60 ft.","hit_points":"198 (36d10)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +8, WIS +6, CHA +9","damage_immunities":"poison","damage_resistances":"piercing and slashing from nonmagical weapons","damage_vulnerabilities":"bludgeoning","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned","abilities":"***Strength of Bone.*** A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points.","actions":"***Death's Embrace (Recharge 5-6).*** Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead. ***Multiattack.*** The bone swarm can attack every hostile creature in its space with swirling bones. ***Swirling Bones.*** Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability)."} {"creature_name":"Boneclaw","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"16 (+3)","CON":"15 (+2)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"9 (0)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"common plus the main language of its master","skills":"Perception +6, Stealth +7","speed":"40 ft.","hit_points":"127 (17d10 + 34)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +7, CON +6, WIS +6","damage_immunities":"","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Rejuvenation.*** While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master. ***Shadow Stealth.*** While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.","actions":"***Multiattack*** The boneclaw makes two claw attacks. ***Piercing Claw*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. ***Shadow Jump*** If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness."} {"creature_name":"Bonepowder Ghoul","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"20 (+5)","CON":"18 (+4)","INT":"19 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"small","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"common, darakhul, draconic, dwarvish","skills":"Perception +6, Stealth +9","speed":"30 ft.","hit_points":"195 (26d6 + 104)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +9, CON +8, WIS +6, CHA +8","damage_immunities":"necrotic, poison","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Amorphous.*** The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing. ***Coalesce.*** Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes. ***Innate Spellcasting.*** The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will chill touch, darkness, dispel magic, ray of enfeeblement 3/day blindness/deafness, circle of death (7th level; 10d6) 1/day finger of death ***Turning Defiance.*** The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever. ***Gravedust.*** A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever. ***Whirlwind (Recharge 5-6).*** A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round."} {"creature_name":"Bouda","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, celestial, infernal, nurian; telepathy 100 ft.","skills":"Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5","speed":"30 ft.","hit_points":"93 (11d8 + 44)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 14","saving_throws":"DEX+5, CON +7, WIS +4, CHA +5","damage_immunities":"fire, poison","damage_resistances":"acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Defiling Smear (1/Day).*** The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week. ***Innate Spellcasting.*** The bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components Constant: detect evil and good, detect magic At will thaumaturgy 3/day darkness, expeditious retreat 1/day contagion ***Shapechanger.*** The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. ***Mephitic Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms. ***Multiattack.*** The bouda makes one bite attack and one mephitic claw attack. ***Ravenous Gorge.*** The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse."} {"creature_name":"Brass Dragon Wyrmling","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., burrow 15 ft., fly 60 ft.","hit_points":"16 (3d8+3)","armor_class":"16 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +3, WIS +2, CHA +3","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."} {"creature_name":"Brass Man","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"10 (+0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"","speed":"30 ft.","hit_points":"136 (16d10 + 48)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Fire Absorption.*** Whenever the brass man is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. ***Immutable Form.*** The brass man is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The brass man has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The brass man's weapon attacks are magical. nonmagical weapons that aren't adamantine\"","actions":"***Greatsword.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 5) slashing damage. ***Molten Breath (Recharge 6).*** The brass man exhales molten brass in a 25-foot line. Each creature along that line must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. ***Multiattack.*** The brass man makes two greatsword attack and one slam attack. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."} {"creature_name":"Bridesmaid of Zuggtmoy","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"11 (0)","CON":"11 (0)","INT":"14 (+2)","WIS":"8 (-1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"plant","creature_alignment":"chaotic evil","creature_xp":25,"creature_cr":0.125,"languages":"understands abyssal but can't speak","skills":"","speed":"20 ft.","hit_points":"22 (5d8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fungus Stride.*** Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.","actions":"***Hallucination Spores.*** The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Infestation Spores (1/Day).*** The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual)."} {"creature_name":"Brine Sea Serpent","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"15 (+2)","CON":"20 (+5)","INT":"7 (-2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"aquan, draconic","skills":"Athletics +10, Perception +6","speed":"0 ft., swim 60 ft.","hit_points":"195 (17d12 + 85)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"STR +10, DEX +7, CON +9","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Amphibious.*** The brine sea serpent can breathe air and water. The brine sea serpent can take up to 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 serpent regains spent legendary actions at the start of its turn. ***Coiling Maneuver (Costs 2 Actions).*** The brine sea serpent attempts to grapple a Large or smaller target. The target must make a DC 18 Strength saving throw or be grappled and restrained. The sea serpent can't use its other legendary actions or its Tail Slap if it's grappling a target. At the beginning of each of the brine serpent's turns, the grappled target takes 18 (3d8 + 5) bludgeoning damage. ***Tail Attack.*** The brine serpent uses its tail attack.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 18). If the brine sea serpent already has a creature grappled with its bite, it can only bite that creature, and it has advantage on that attack. ***Brine Blast (Recharge 6).*** The brine serpent releases a 50-foot cone of briny acid. Creatures in the area must make a DC 18 Dexterity saving throw. On a failed saving throw, the target takes 72 (16d8) acid damage. ***Multiattack.*** A brine sea serpent attacks once with its bite and once with its tail. ***Tail Slap.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target must succeed at a DC 18 Strength saving throw or be pushed 10 feet away and knocked prone."} {"creature_name":"Brine Zombie","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"8 (-1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands all languages it spoke in life but can't speak","skills":"","speed":"20 ft., swim 30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 9 (2d6 + 2) bludgeoning damage."} {"creature_name":"Bristled Moorbounder","creature_source":"Explorers Guide To Wildemount","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"70 ft.","hit_points":"52 (7d10 + 14)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bladed Hide.*** At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it. ***Standing Leap.*** The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.","actions":"***Blades.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage. ***Multiattack.*** The moorbounder makes two attacks: one with its blades and one with its claws."} {"creature_name":"Brontosaurus","creature_source":"Volos Guide","STR":"21 (+5)","DEX":"9 (-1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"gargantuan","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"","speed":"30 ft.","hit_points":"121 (9d20+27)","armor_class":"15 (natural armor)","senses":"","saving_throws":"CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Stomp.*** Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succed on a DC 14 Strength saving throw or be knocked prone. ***Tail.*** Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage."} {"creature_name":"Bronze Dragon Wyrmling","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"15 (+2)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"32 (5d8+10)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +4, WIS +2, CHA +4","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon."} {"creature_name":"Bronze Minotaur","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"10 (+0)","CON":"16 (+3)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"neutral","creature_xp":5900,"creature_cr":10,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft.","hit_points":"110 (13d10 + 39)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Fire Absorption.*** Whenever the bronze minotaur is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. ***Immutable Form.*** The bronze minotaur is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The bronze minotaur has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The bronze minotaur's weapon attacks are magical.","actions":"***Breathe Fire (Recharge 5-6).*** The bronze minotaur releases a 30-foot cone of flame. Creatures in the area must make a DC 16 Dexterity saving throw, taking 52 (15d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Greataxe.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) slashing damage. ***Multiattack.*** The bronze minotaur makes two greataxe attacks."} {"creature_name":"Bronze Scout","creature_source":"Mordenkainens Tome Of Foes","STR":"10 (0)","DEX":"16 (+3)","CON":"11 (0)","INT":"3 (-3)","WIS":"14 (+2)","CHA":"1 (-4)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"understands one language of its creator but can't speak","skills":"Perception +6, Stealth +7","speed":"30 ft., burrow 30 ft.","hit_points":"18 (4d8)","armor_class":"13","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Earth Armor.*** The bronze scout doesn't provoke opportunity attacks when it burrows. ***Magic Resistance.*** The bronze scout has advantage on saving throws against spells and other magical effects.","actions":"***Bite*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. ***Lightning Flare (Recharges after a Short or Long Rest)*** Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Broodiken","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"14 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"construct","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +4, Stealth +6","speed":"20 ft., climb 20 ft.","hit_points":"55 (10d4 + 30)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The broodiken is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The broodiken has advantage on saving throws against spells and other magical effects. ***Shared Rage.*** A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing.","actions":"***Attach.*** When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple. ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage."} {"creature_name":"Broom of Animated Attack","creature_source":"Curse Of Strahd","STR":"10 (0)","DEX":"17 (+3)","CON":"10 (0)","INT":"1 (-5)","WIS":"5 (-3)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"17 (5d6)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","abilities":"***Animated Attack.*** If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll. ***Antimagic Susceptibility.*** The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***Constructed Nature.*** An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. ***False Appearance.*** While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.","actions":"***Broomstick.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. ***Multiattack.*** The broom makes two melee attacks."} {"creature_name":"Brown Bear","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3","speed":"40 ft., climb 30 ft.","hit_points":"34 (4d10+12)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws."} {"creature_name":"Brown Mold","creature_source":"Tome Of Horrors","STR":"1 (-5)","DEX":"1 (-5)","CON":"15 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"0 ft.","hit_points":"5 (1d6 + 2)","armor_class":"5","senses":"passive perception 10","saving_throws":"","damage_immunities":"fire, poison; piercing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"cold, bludgeoning","condition_immunities":"charmed, frightened, poisoned, stunned","abilities":"***Cold Sensitive.*** Magical cold damage instantly and automatically kills a brown mold. ***Cold Spores.*** When a creature moves to within 5 feet of the mold for the first time or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much on a successful one. ***Fire Friend.*** A brown mold does not take damage from fire. Instead, it heals that amount. If the available healing is greater than the brown mold's maximum number of hit points, its maximum hit points increases by that amount. Any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering up to a 10-foot-squre area.","actions":"***Spore Burst.*** The brown mold releases spores that burst out in a cloud that fills a 15-foot cube centered on it, and the cloud lingers for 1 minute. Any creature that ends its turn in the cloud must make a DC 13 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Brownie","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"18 (+4)","CON":"12 (+1)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"fey","creature_alignment":"lawful good","creature_xp":450,"creature_cr":2,"languages":"common, halfling, sylvan","skills":"Deception +5, Stealth +6","speed":"25 ft.","hit_points":"7 (2d4 + 2)","armor_class":"15 (natural armor)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The brownie's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, without using any spell components * At will druidcraft, minor illusion, prestidigitation, thaumaturgy<\/i> * 3/day each color spray, dancing lights, hideous laughter, silent image<\/i> * 1/day each dimension door<\/i> ***Magic Resistance.*** The brownie has advantage on saving throws against spells and other magical effects.","actions":"***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Bucca","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"17 (+3)","INT":"13 (+1)","WIS":"9 (-1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"darakhul, dwarvish","skills":"Perception +1, Sleight Of Hand +7, Stealth +7","speed":"20 ft., fly 30 ft.","hit_points":"27 (5d4 + 15)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Innate Spellcasting.*** The bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will invisibility<\/i> * 3/day each darkness, ensnaring strike, locate object<\/i> ***Vulnerability to Sunlight.*** A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight.","actions":"***Dagger.*** Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest."} {"creature_name":"Bugbear","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"8 (-1)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, goblin","skills":"Stealth +6, Survival +2","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"16 (hide armor, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). ***Surprise Attack.*** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. ***Morningstar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage."} {"creature_name":"Bugbear Chief","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"11 (0)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, goblin","skills":"Intimidation +2, Stealth +6, Survival +3","speed":"30 ft.","hit_points":"65 (10d8+20)","armor_class":"17 (chain shirt, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). ***Heart of Hruggek.*** The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. ***Surprise Attack.*** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range. ***Morningstar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage. ***Multiattack.*** The bugbear makes two melee attacks"} {"creature_name":"Bukavac","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"17 (+3)","CON":"18 (+4)","INT":"7 (-2)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"sylvan","skills":"Perception +10, Stealth +11","speed":"40 ft., swim 20 ft.","hit_points":"199 (21d10 + 84)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"DEX +7, CON +8","damage_immunities":"thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The bukavac can hold its breath for up to 20 minutes. ***Hop.*** A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes. ***Croaking Blast (Recharge 5-6).*** A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration. ***Gore.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. ***Multiattack.*** The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack."} {"creature_name":"Bulette","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"11 (0)","CON":"21 (+5)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Perception +6","speed":"40 ft., burrow 40 ft.","hit_points":"94 (9d10+45)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Standing Leap.*** The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. ***Deadly Leap.*** If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space."} {"creature_name":"Bulezau","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"14 (+2)","CON":"17 (+3)","INT":"8 (-1)","WIS":"9 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"abyssal, telepathy 60 ft.","skills":"","speed":"40 ft.","hit_points":"52 (7d8 + 21)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Rotting Presence.*** When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. ***Standing Leap.*** The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ***Sure-Footed.*** The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.","actions":"***Barbed Tail*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0."} {"creature_name":"Bullywug","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"7 (-2)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (bullywug)","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"bullywug","skills":"Stealth +3","speed":"20 ft., swim 40 ft.","hit_points":"11 (2d8+2)","armor_class":"15 (hide armor, shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The bullywug can breathe air and water. ***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. ***Standing Leap.*** The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. ***Swamp Camouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its spear. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Buraq","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"18 (+4)","CON":"20 (+5)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"medium","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":7200,"creature_cr":11,"languages":"celestial, common, primordial, telepathy 120 ft.","skills":"History +8, Religion +8","speed":"60 ft., fly 90 ft.","hit_points":"152 (16d8 + 80)","armor_class":"17","senses":"truesight 120 ft., passive perception 14","saving_throws":"CON +9, WIS +8, CHA +9","damage_immunities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Angelic Weapons.*** The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack). ***Innate Spellcasting.*** The buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components At will comprehend languages, detect evil and good, holy aura, pass without trace 3/day each haste, longstrider 1/day each plane shift, wind walk ***Magic Resistance.*** The buraq has advantage on saving throws against spells and other magical effects. ***Night Journey.*** When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.","actions":"***Hooves.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. ***Multiattack.*** The buraq makes two attacks with its hooves. ***Teleport (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."} {"creature_name":"Burning Ghat","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"","speed":"30 ft.","hit_points":"39 (6d8 + 12)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"fire","damage_resistances":"acid, lightning","damage_vulnerabilities":"cold","condition_immunities":"charmed, exhaustion, frightened, paralyzed","abilities":"***Burning Blood.*** Any creature that hits the burning ghat with a melee attack while within 5 feet of it must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage. ***Odor.*** Any creature that starts its turn within 5 feet of the burning ghat must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the burning ghat's odor for 24 hours.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) fire damage. ***Fire Burst (1/day).*** The burning ghat unleashes a burst of flames in a 20-foot sphere centered on itself. Creatures in the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The burning ghat makes two claw attacks."} {"creature_name":"Burrowling","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Perception +3","speed":"30 ft., burrow 10 ft.","hit_points":"27 (6d6 + 6)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burrow Awareness.*** A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet. ***Pack Tactics.*** The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The burrowling makes one bite attack and one claw attack. ***Sling.*** Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage."} {"creature_name":"Burrowshark","creature_source":"Elemental Evil","STR":"18 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"10 (0)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common","skills":"Animal Handling +2, Athletics +6, Intimidation +3, Perception +2","speed":"30 ft.","hit_points":"82 (11d8+33)","armor_class":"18 (plate)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bond of the Black Earth.*** The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month. ***Unyielding.*** When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","actions":"***Multiattack.*** The burrowshark makes three melee attacks. ***Spear.*** Melee or Ranged Weapon Attack: +6 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."} {"creature_name":"Cactid","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"8 (-1)","CON":"18 (+4)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"understands sylvan, but can't speak","skills":"","speed":"5 ft.","hit_points":"76 (8d10 + 32)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"blinded, deafened","abilities":"***Hail of Needles (1/Day).*** When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.","actions":"***Multiattack.*** The cactid makes two attacks with its tendrils and uses Reel. ***Reel.*** Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid. ***Tendril.*** Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time."} {"creature_name":"Cadaver","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"14 (+2)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages it knew if life but","skills":"","speed":"30 ft.","hit_points":"22 (4d8 + 4)","armor_class":"12","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Reanimation.*** When reduced to 0 hit points, the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point at the start of its turn. Hit points lost to magical weapons or radiant damage are not regained. When the creature reaches its full hit point total, less any magical weapon or radiant damage suffered, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting gentle repose on it, or bathing the bones in cleansing sacred flame. can't speak\"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The cadaver makes one bite attack and two claw attacks."} {"creature_name":"Cadaver Collector","creature_source":"Mordenkainens Tome Of Foes","STR":"21 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"5 (-2)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"large","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"understands all languages but can't speak","skills":"","speed":"30 ft.","hit_points":"189 (18d10 + 90)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Magic Resistance.*** The cadaver collector has advantage on saving throws against spells and other magical effects. ***Summon Specters (Recharges after a Short or Long Rest).*** As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.","actions":"***Multiattack*** The cadaver collector makes two slam attacks. ***Paralyzing Breath (Recharge 5-6)*** The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. ***Slam*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage."} {"creature_name":"Cadaver Lord","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"18 (+4)","CON":"14 (+2)","INT":"13 (+1)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common","skills":"","speed":"30 ft.","hit_points":"32 (5d8 + 10)","armor_class":"14","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold, poison","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Create Cadaver.*** A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord's control. The cadaver lord can have no more than three cadavers under its control at one time. ***Innate Spellcasting.*** The cadaver lord's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cadaver lord can innately cast the following spells, requiring no material components * 1/day each darkness, fear, create undead<\/i> ***Magic Resistance.*** The cadaver lord has advantage on saving throws against spells and other magical effects. ***Reanimation.*** When reduced to 0 hit points, the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point at the start of its turn. Hit points lost to magical weapons or radiant damage are not regained. When the creature reaches its full hit point total, less any magical weapon or radiant damage suffered, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting gentle repose on it, or bathing the bones in cleansing sacred flame. from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The cadaver lord makes one bite attack and two claw attacks."} {"creature_name":"Camazotz, Demon Lord Of Bats And Fire","creature_source":"Tome Of Beasts","STR":"30 (+10)","DEX":"22 (+6)","CON":"25 (+7)","INT":"12 (+1)","WIS":"22 (+6)","CHA":"25 (+7)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":41000,"creature_cr":22,"languages":"common, darakhul, derro, draconic, dwarvish, infernal, nurian, primordial, void speech; telepathy 300 ft.","skills":"Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13","speed":"30 ft., climb 30 ft., fly 80 ft.","hit_points":"537 (43d10 + 301)","armor_class":"19 (natural armor)","senses":"blindsight 120 ft., darkvision 40 ft., passive perception 23","saving_throws":"DEX +13, CON +14, WIS +13, CHA +14","damage_immunities":"fire, poison, thunder","damage_resistances":"acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned","abilities":"***Camazotz can take 2 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. Camazotz regains spent legendary actions at the start of its turn. ***Detect.*** Camazotz makes a Wisdom (Perception) check. ***Echolocation.*** Camazotz can't use his blindsight while deafened. ***Gift of Vampirism.*** Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time. ***Heat Mantle.*** Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically. ***Innate Spellcasting.*** Camazotz' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components At will darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport 3/day each banishment, haste, symbol 1/day earthquake ***Keen Hearing.*** Camazotz has advantage on Wisdom (Perception) checks that rely on hearing. ***Magic Resistance.*** Camazotz has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Either form turns into a pile of greasy ash if destroyed. ***Summon Bats (1/Day).*** Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour. ***Summon Demons (1/Day).*** Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft. ***Wing Attack (Costs 2 Actions).*** Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. ***Claw.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. ***Fire Breath (Recharge 5-6).*** Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw. ***Multiattack.*** Camazotz makes one bite attack and two claw attacks."} {"creature_name":"Cambion","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"18 (+4)","CON":"16 (+3)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fiend","creature_alignment":"any evil alignment","creature_xp":1800,"creature_cr":5,"languages":"abyssal, common, infernal","skills":"Deception +6, Intimidation +6, Perception +4, Stealth +7","speed":"30 ft., fly 60 ft.","hit_points":"82 (11d8+33)","armor_class":"19 (scale mail)","senses":"darkvision 60 ft.","saving_throws":"STR +7, CON +6, INT +5, CHA +6","damage_immunities":"","damage_resistances":"cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fiendish Blessing.*** The AC of the cambion includes its Charisma bonus. ***Innate Spellcasting.*** The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components * 3/day each alter self, command, detect magic<\/i> * 1/day plane shift <\/i>(self only)","actions":"***Fiendish Charm.*** One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. ***Fire Ray.*** Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. ***Multiattack.*** The cambion makes two melee attacks or uses its Fire Ray twice. ***Spear.*** Melee or Ranged Weapon Attack: +7 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 3 (1d6) fire damage."} {"creature_name":"Cambium","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"16 (+3)","CON":"23 (+6)","INT":"17 (+3)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":11500,"creature_cr":14,"languages":"common, draconic, infernal","skills":"Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8","speed":"40 ft.","hit_points":"264 (23d10 + 138)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +8, CON +11, INT +8, WIS +8, CHA +9","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Innate Spellcasting.*** The cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components Constant levitate At will alter self, detect thoughts, hold person, plane shift, spare the dying 3/day cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal 1/day finger of death","actions":"***Ability Damage (3/Day).*** When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point. ***Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds.*** The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. ***Imbalance Humors (3/Day).*** When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects: ***Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds.*** The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. ***Multiattack.*** The cambium makes four needle fingers attacks. ***Needle Fingers.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack. ***Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect.*** A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds. ***Sanguine Flux: The target cannot be healed.*** aturally or magically.until after their next long rest."} {"creature_name":"Camel","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"8 (-1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"50 ft.","hit_points":"15 (2d10+4)","armor_class":"9","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."} {"creature_name":"Canoloth","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"5 (-2)","WIS":"17 (+3)","CHA":"12 (+1)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Investigation +3, Perception +9","speed":"50 ft.","hit_points":"120 (16d8 + 48)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., truesight 120 ft., passive perception 19","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Dimensional Lock.*** Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. ***Magic Resistance.*** The canoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The canoloth's weapon attacks are magical. ***Uncanny Senses.*** The canoloth can't be surprised while it isn't incapacitated.","actions":"***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. ***Claws*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. ***Multiattack*** The canoloth makes two attacks: one with its tongue or its bite and one with its claws. ***Tongue*** Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and is restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue."} {"creature_name":"Captain Othelstan","creature_source":"Tyranny Of Dragons","STR":"19 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, draconic, giant","skills":"Athletics +7, Intimidation +7, Perception +5, Religion +4","speed":"30 ft.","hit_points":"93 (11d10+33)","armor_class":"19 (splint, shield)","senses":"","saving_throws":"STR +7, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Action Surge (Recharges on a Short or Long Rest).*** On his turn, Othelstan can take one additional action. ***Tiamat's Blessing of Retribution.*** When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.","actions":"***Flail.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ***Multiattack.*** Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. ***Spear.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Carrion Beetle","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"1 (-5)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"30 ft., burrow 20 ft., climb 10 ft.","hit_points":"127 (15d10 + 45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralysis","actions":"***Acid Spit (Recharge 5-6).*** The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Multiattack.*** The beetle makes one bite attack and two claw attacks."} {"creature_name":"Carrion Claw","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"Neutral evil","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +4, Stealth +5","speed":"40 ft., climb 40 ft.","hit_points":"135 (18d10 + 36)","armor_class":"14 (Natural Armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magical Light Sensitivity.*** While in magical light, the carrion claw has disadvantage on attack rolls, and opponents have advantage on attack rolls against it. ***Spider Climb.*** The carrion claw can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature other than undead, it must succeed on a DC 14 Constitution 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. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 +4) slashing damage. ***Multiattack.*** The carrion claw makes one bite attack and three claw attacks."} {"creature_name":"Carrion Crawler","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"13 (+1)","CON":"16 (+3)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3","speed":"30 ft., climb 30 ft.","hit_points":"51 (6d10+18)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. ***Spider Climb.*** The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. ***Multiattack.*** The carrion crawler makes two attacks: one with its tentacles and one with its bite. ***Tentacles.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."} {"creature_name":"Carrion Moth","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"18 (+4)","CON":"18 (+4)","INT":"6 (-2)","WIS":"15 (+2)","CHA":"6 (-2)","creature_size":"large","creature_type":"aberration","creature_alignment":"Neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft., climb 15 ft., fly 60 ft.","hit_points":"104 (11d10 + 44)","armor_class":"14 (Natural Armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Throes.*** When the carrion moth reaches 0 hit points, it splits open and a gas spews forth in a 10-foot radius. All creatures in the area except for other carrion moths must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Drone.*** A creature who begins its turn within 60 feet of the carrion moth must succeed on a DC 15 Wisdom saving throw or be incapacitated until the beginning of its next turn. If a creature succeeds on the saving throw, or the condition ends on it, it is immune to the moth's drone for 24 hours.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Multiattack.*** The carrion moth makes one bite attack and two tentacles attacks. ***Tentacles.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Caryatid Column","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"14 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"Unaligned","creature_xp":450,"creature_cr":2,"languages":"understands the languages of its creator but","skills":"","speed":"20 ft.","hit_points":"45 (6d8 + 18)","armor_class":"14 (Natural Armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"piercing and slashing damage from","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Immutable Form.*** The caryatid column is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The caryatid column has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The caryatid column's weapon attacks are magical. ***Shatter Weapons.*** Whenever a character strikes a caryatid column with a non-adamantine, nonmagical weapon, the character must succeed on a DC 14 Strength saving throw or the weapon shatters into pieces. can't speak\" nonmagical weapons that aren't adamantine\" paralyzed, petrified, poisoned\"","actions":"***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage."} {"creature_name":"Cat","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"15 (+2)","CON":"10 (0)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3, Stealth +4","speed":"40 ft., climb 30 ft.","hit_points":"2 (1d4)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The cat has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Claws.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage."} {"creature_name":"Caterprism","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"18 (+4)","INT":"4 (-3)","WIS":"13 (+1)","CHA":"11 (+0)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"","speed":"30 ft., burrow 20 ft.","hit_points":"76 (8d10 + 32)","armor_class":"15 (Natural Armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Crystalline Mandibles.*** The caterprism's mandibles ignore resistance to slashing damage. In addition, when the caterprism attacks a creature with at least one head with its bite attack and rolls a natural 20 on the attack roll, it cuts off one of the creature's heads. The creature dies if it cannot survive without the lost head. A creature is immune to this ability if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for the head to be cut off with this attack. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit. ***Tunneler.*** Caterprism can burrow through solid rock at 5 feet per round leaving a 5 foot-wide, 8-foot-high tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) slashing damage. If the caterprism scores a critical hit, it rolls damage dice four times, instead of twice. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 16 (2d10 + 5) slashing damage. ***Crystal Breath Recharge (5-6).*** The caterprism spews forth a crystalline silk-like substance in a 30-foot cone that instantly hardens into razor-sharp crystalline spears. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The caterprism makes one bite and two claw attacks."} {"creature_name":"Catoblepas","creature_source":"Volos Guide","STR":"19 (+4)","DEX":"12 (+1)","CON":"21 (+5)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"","speed":"30 ft.","hit_points":"84 (8d10+40)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. ***Stench.*** Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.","actions":"***Death Ray (Recharge 5-6).*** The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray. ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn."} {"creature_name":"Cave Bear","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"10 (0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3","speed":"40 ft., swim 30 ft.","hit_points":"42 (5d10+15)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws."} {"creature_name":"Cave Beetle","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"14 (+2)","CON":"13 (+1)","INT":"1 (-5)","WIS":"11 (+0)","CHA":"2 (-4)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +2","speed":"30 ft.","hit_points":"31 (7d6 + 7)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Throes.*** When a giant cave beetle reaches 0 hit points, it releases a strong acidic cloud in a 5-foot radius. Creatures within this area must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. Every giant cave beetle in 500 feet is capable of detecting the smell of this acid. Perception 12\"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage."} {"creature_name":"Cave Dragon Wyrmling","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +2, Stealth +5","speed":"30 ft., burrow 20 ft., fly 20 ft.","hit_points":"75 (10d8 + 30)","armor_class":"16 (natural armor)","senses":"blindsight 120 ft., passive perception 12","saving_throws":"DEX +3, CON +5, CHA +3","damage_immunities":"acid, poison, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components * 3/day darkness<\/i> ***Tunneler.*** The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage. ***Poison Breath (Recharge 5-6).*** The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned."} {"creature_name":"Cave Fisher","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"3 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"Perception +2, Stealth +5","speed":"20 ft., climb 20 ft.","hit_points":"58 (9d8+18)","armor_class":"16 (natural armor)","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Adhesive Filament.*** The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn ***Flammable Blood.*** If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. ***Spider Climb.*** The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage. ***Filament.*** One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament. ***Multiattack.*** The cave fisher makes two attacks with its claws."} {"creature_name":"Cave Giant","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"22 (+6)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"giant","skills":"Perception +3","speed":"40 ft.","hit_points":"137 (11d12 + 66)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Camouflage.*** The giant has advantage on Dexterity (Stealth) checks to hide in cavernous and rocky underground terrain. ***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","actions":"***Greataxe.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage. ***Multiattack.*** The cave giant makes two greataxe attacks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."} {"creature_name":"Cave Leech","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"11 (+0)","CON":"17 (+3)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Perception +4, Stealth +3","speed":"30 ft., swim 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft. passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Blood Drain.*** Melee Weapon Attack: +5 to hit, reach 5 ft. one creature. Hit: 9 (2d6+2) piercing damage, and the leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of the leech's turns, the target loses 9 (2d6 + 2) hit points due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 25 hit points of blood from the target or the target dies. A creature, including the target, can use its action to make a DC 12 Strength check to rip the leech off and make it detach. ***Multiattack.*** The leech makes up to four tentacle attacks and can use blood drain on a grappled creature. ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if the leech isn't already grappling a creature, and the target is restrained until the grapple ends. While grappling a creature, the leech can't use that tentacle. The leech has four tentacles"} {"creature_name":"Cave Troll","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"19 (+4)","CON":"18 (+4)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant","skills":"Perception +1","speed":"60 ft., climb 20 ft.","hit_points":"76 (9d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Haste.*** When in need, a cave troll is capable of startling bursts of speed. It has advantage on Dexterity saving throws and gains an additional action on each of its turns. That action can be used only to take the Attack (one claw), Dash, Disengage, Hide, or Use an Object action. ***Regeneration.*** The cave troll regains 6 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn't function at the start of the cave troll's next turn. The cave troll dies only if starts its turn with 0 hit points and doesn't regenerate. ***Spider Climb.*** The cave troll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. ***Multiattack.*** The cave troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Cavelight Moss","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"10 (+0)","CON":"18 (+4)","INT":"1 (-5)","WIS":"13 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"plant","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"5 ft., climb 5 ft.","hit_points":"95 (10d10 + 40)","armor_class":"15 (natural armor)","senses":"tremorsense 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire; slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, deafened, frightened, paralyzed, prone, stunned, unconscious","abilities":"***Luminescence.*** The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle. ***Strength Drain.*** Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or suffer 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.","actions":"***Tendrils.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target."} {"creature_name":"Cavern Lizard","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"14 (+2)","CON":"17 (+3)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Athletics +5, Stealth +4 (+6 In Areas Of Natural Stone Or Rock)","speed":"30 ft., climb 20 ft.","hit_points":"93 (11d10 + 33)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Surprise Attack.*** If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus the target is grappled (escape DC 13), and the cavern lizard can't grapple another target."} {"creature_name":"Centaur","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral good","creature_xp":450,"creature_cr":2,"languages":"elvish, sylvan","skills":"Athletics +6, Perception +3, Survival +3","speed":"50 ft.","hit_points":"45 (6d10+12)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. ***Pike.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage."} {"creature_name":"Centaur Mummy","creature_source":"Tales From The Yawning Portal","STR":"20 (+5)","DEX":"12 (+1)","CON":"16 (+3)","INT":"5 (-3)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common, sylvan","skills":"","speed":"30 ft.","hit_points":"85 (10d10+30)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +5","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Charge.*** If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. ***Source.*** tales from the yawning portal, page 231 ***Undead Nature.*** A mummy doesn't require air, food, drink, or sleep.","actions":"***Dreadful Glare.*** The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for tne next 24 hours. ***Hooves.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. ***Multiattack.*** The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. ***Pike.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage."} {"creature_name":"Cerberus","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"13 (+1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":62500,"creature_cr":24,"languages":"infernal, telepathy 120 ft.","skills":"Perception +8","speed":"60 ft.","hit_points":"294 (28d12 + 112)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"DEX +8, CON +11, WIS +8","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Bite.*** Cerberus makes a Bite attack. ***Devil's Sight.*** Magical darkness doesn't impede Cerberus' darkvision. ***Fire Breath (Costs 3 Actions).*** Cerberus uses its Fire Breath ability, even if it has not recharged. Cerberus 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. Cerberus regains spent legendary actions at the start of its turn. ***Keen Hearing and Smell.*** Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Legendary Resistance (3/day).*** If Cerberus fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Cerberus has advantage on saving throws against spells and other magical effects. ***Multiple Heads.*** Cerberus has three heads. While it has more than one head, Cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Cerberus takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies. ***Open/Close the Gate.*** Cerberus causes the Gate of Hell to open if it is closed, or close if it is open.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 14 (4d6) fire damage. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) slashing damage. ***Fire Breath (Recharge 5-6).*** One of Cerberus' heads releases a 60-foot cone of flames. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful saving throw. Each head has its own recharge counter. ***Multiattack.*** Cerberus makes three bite attacks and one claw attack."} {"creature_name":"Chaaor (Beast Demon)","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"17 (+3)","CON":"20 (+5)","INT":"8 (-1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"common, abyssal, telepathy 120 ft.","skills":"Athletics +12, Intimidation +10, Perception +6, Insight +6, Stealth +7","speed":"30 ft.","hit_points":"105 (10d10 + 50)","armor_class":"17 (natural armor)","senses":"truesight 120 ft., passive perception 16","saving_throws":"STR +12, CON +9","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will darkness, jump, see invisibility<\/i> * 1/day plane shift<\/i> (self only) ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The demon has two claws, each of which can grapple only one target. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws. ***Roar (3/day).*** The demon can emit a loud roar in a 60 radius. Each creature in the area must make a DC 17 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) thunder damage and is stunned until the end of the demon's next turn. On a successful saving throw, the target takes half damage and is not stunned. ***Summon Demon (1/day).*** The demon chooses what to summon and attempts a magical summoning. A chaaor has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A 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."} {"creature_name":"Chain Devil","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"18 (+4)","INT":"11 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"30 ft.","hit_points":"85 (10d8+40)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"CON +7, WIS +4, CHA +5","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.","actions":"***Animate Chains (Recharges after a Short or Long Rest).*** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. ***Chain.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. ***Multiattack.*** The devil makes two attacks with its chains."} {"creature_name":"Chalkydri Angel","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"19 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"neutral good","creature_xp":8400,"creature_cr":12,"languages":"all, telepathy 120 ft.","skills":"Intimidation +8, Perception +8","speed":"40 ft., fly 90 ft.","hit_points":"123 (13d8 + 65)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"CON +9, WIS +8, CHA +8","damage_immunities":"","damage_resistances":"radiant; bludgeoning, piercing,","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Angelic Weapons.*** The chalkydri's weapon attacks are magical. When the chalkydri hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). ***Divine Awareness.*** The chalkydri knows if it hears a lie. ***Innate Spellcasting.*** The chalkydri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will detect evil and good<\/i> * 3/day dispel evil and good, flame strike<\/i> * 1/day commune, raise dead<\/i> ***Magic Resistance.*** The chalkydri has advantage on saving throws against spells and other magic effects. and slashing from nonmagical weapons\"","actions":"***Glaive.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 18 (4d8) radiant damage. ***Javelin.*** Ranged Weapon Attack: +10 to hit, range 30/120 ft., target. Hit: 13 (2d6 + 6) piercing damage plus 18 (4d8) radiant damage. ***Multiattack.*** The chalkydri attacks twice with its glaive."} {"creature_name":"Chamberlain of Zuggtmoy","creature_source":"Out Of The Abyss","STR":"17 (+3)","DEX":"7 (-2)","CON":"14 (+2)","INT":"11 (0)","WIS":"8 (-1)","CHA":"12 (+1)","creature_size":"large","creature_type":"plant","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abywssal, undercommon","skills":"","speed":"20 ft.","hit_points":"45 (6d10+12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mushroom Portal.*** The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy. ***Poison Spores.*** Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","actions":"***Hallucination Spores.*** The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Infestation Spores (1/Day).*** The chanberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual). ***Multiattack.*** The chamberlain makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."} {"creature_name":"Champion","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (0)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":5000,"creature_cr":9,"languages":"any one language (usually common)","skills":"Athletics +9, Intimidation +5, Perception +6","speed":"30 ft.","hit_points":"143 (22d8+44)","armor_class":"18 (plate)","senses":"","saving_throws":"STR +9, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Indomitable (2/Day).*** The champion rerolls a failed saving throw. ***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, the champion can regain 20 hit points.","actions":"***Greatsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. ***Light Crossbow.*** Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. ***Multiattack.*** The champion makes three attacks with its greatsword or its light crossbow."} {"creature_name":"Chaos Beast","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +7","speed":"30 ft.","hit_points":"120 (16d8 + 48)","armor_class":"16 (Natural Armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"acid, necrotic, slashing","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened,","abilities":"***Amorphous.*** The chaos beast can move through a space as narrow as 1 inch wide without squeezing. ***Destabilize.*** A creature that touches the chaos beast or hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way takes 21 (6d6) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the chaos beast's Destabilize for the next 24 hours. exhaustion, frightened, prone\"","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage. The creature must make a DC 15 Constitution saving throw or be affected by the chaos beast's Destabilize effect. ***Multiattack.*** The chaos beast makes two claw attacks."} {"creature_name":"Chasme","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +5","speed":"20 ft., fly 60 ft.","hit_points":"84 (13d10+13)","armor_class":"15 (natural armor)","senses":"blindsight 10 ft., darkvision 120 ft.","saving_throws":"DEX +5, WIS +5","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Drone.*** The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . ***Magic Resistance.*** The chasme has advantage on saving throws against spells and other magical effects. ***Spider Climb.*** The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Proboscis.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A 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."} {"creature_name":"Chelicerae","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"17 (+3)","CON":"17 (+3)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Acrobatics +6, Athletics +9, Perception +5, Stealth +6","speed":"40 ft., climb 30 ft.","hit_points":"153 (18d10 + 54)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"DEX +6, WIS +5, CHA +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Magic Resistance.*** The chelicerae has advantage on saving throws against spells and other magical effects. ***Siphon Spell Slots.*** The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest. ***Spellcasting.*** The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared Cantrips acid splash, mage hand, minor illusion, true strike 1st level burning hands, detect magic, expeditious retreat, ray of sickness 2nd level hold person, invisibility, scorching ray 3rd level animate dead, haste, lightning bolt 4th level phantasmal killer ***Spider Climb.*** Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Multiattack.*** The chelicerae makes one bite attack and two claw attacks."} {"creature_name":"Chernomoi","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"18 (+4)","CON":"18 (+4)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, draconic, sylvan","skills":"Acrobatics +6, Perception +2, Stealth +6","speed":"20 ft., fly 20 ft.","hit_points":"32 (5d4 + 20)","armor_class":"13","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will detect magic, invisibility, mage hand, mending, message, prestidigitation<\/i> * 1/day each detect poison and disease, dimension door<\/i>","actions":"***Scimitar.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Shriek (Recharge 5-6).*** The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw."} {"creature_name":"Child Of The Briar","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"17 (+3)","CON":"11 (+0)","INT":"13 (+1)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"briarclick, common, sylvan","skills":"Perception +4, Stealth +7","speed":"20 ft., climb 10 ft.","hit_points":"50 (20d4)","armor_class":"13","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Fey Blood.*** Children of the briar count as both plant and fey for any effect related to type.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Entangle.*** Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects. ***Multiattack.*** A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it. ***Spitdart Tongue (Recharge 4-6).*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth. ***Thorny Grapple.*** A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled."} {"creature_name":"Chimera","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"11 (0)","CON":"19 (+4)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"understands draconic but can't speak","skills":"Perception +8","speed":"30 ft., fly 60 ft.","hit_points":"114 (12d10+48)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. ***Horns.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. ***Multiattack.*** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns."} {"creature_name":"Chitine","creature_source":"Volos Guide","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"undercommon","skills":"Athletics +4, Stealth +4","speed":"30 ft., climb 30 ft.","hit_points":"18 (4d6+4)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep. ***Sunlight Sensitivity.*** While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Sense.*** While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The chitine ignores movement restrictions caused by webbing.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. ***Multiattack.*** The chitine makes three attacks with its daggers."} {"creature_name":"Choker","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"7 (-1)","creature_size":"small","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":1,"languages":"deep speech","skills":"Stealth +6","speed":"30 ft.","hit_points":"13 (3d6 + 3)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aberrant Quickness (Recharges after a Short or Long Rest).*** The choker can take an extra action on its turn. ***Boneless.*** The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. ***Spider Climb.*** The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Multiattack*** The choker makes two tentacle attacks. ***Tentacle*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends."} {"creature_name":"Choldrith","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"11 (0)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"undercommon","skills":"Athletics +5, Religion +2, Stealth +5","speed":"30 ft., climb 30 ft.","hit_points":"66 (12d8+12)","armor_class":"15 (studded leather armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. ***Spellcasting.*** The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared * Cantrips (at will) guidance, mending, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, healing word, sanctuary, shield of faith<\/i> * 2nd level (3 slots) hold person, spiritual weapon <\/i>(dagger) ***Spider Climb.*** The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Sunlight Sensitivity.*** While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Sense.*** While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The choldrith ignores movement restrictions caused by webbing.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage. ***Web (Recharge 5-6).*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."} {"creature_name":"Choronzon (Chaos Demon)","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"15 (+2)","CON":"27 (+8)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"abyssal","skills":"Insight +8, Intimidation +10, Perception +8","speed":"40 ft.","hit_points":"324 (24d10 + 192)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"DEX +8, CON +14, CHA +10","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Aura of Confusion.*** The demon can activate or deactivate this feature as bonus action. While active, any creature that ends its turn within 30 feet of the demon must make a DC 19 Wisdom saving throw or be stunned until the end of the demon's next turn. ***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will confusion, fear<\/i> * 3/day blight<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) piercing damage. ***Chaos Breath (Recharge 5-6).*** The demon breathes exhales a 40-foot cone of bluish gas. Each creature in the area must make a successful DC 19 Constitution saving throw or take 42 (12d6) necrotic damage and become poisoned. While poisoned in this way, a target takes 7 (2d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature killed by the demon's Chaos Breath instantly breaks apart into its individual atomic components. The creature can only be restored to life by means of a true resurrection or wish spell. ***Claws.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. On a successful hit, the target must make a DC 20 Constitution saving throw or be stunned until the start of the demon's next turn. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws. ***Summon (1/day).*** The demon chooses what to summon and attempts a magical summoning. A choronzon has a 50% chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A 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. ***Teleport.*** The demon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."} {"creature_name":"Chort Devil","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"20 (+5)","CON":"26 (+8)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"celestial, common, draconic, infernal, primordial; telepathy (120 ft.)","skills":"Athletics +11, Deception +9, Insight +9, Perception +9","speed":"30 ft.","hit_points":"187 (15d8 + 120)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"STR +11, DEX +9, CON +12, INT +8, CHA +9","damage_immunities":"cold, fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** The chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components At will blur, magic circle, teleportation 3/day scorching ray (5 rays) 1/day each dispel magic, dominate person, flame strike, haste ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage. ***Devilish Weapons.*** Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage. ***Flaming Ranseur.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage. ***Multiattack.*** The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."} {"creature_name":"Chronalmental","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"20 (+5)","CON":"19 (+4)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"celestial, infernal","skills":"","speed":"30 ft.","hit_points":"152 (16d10 + 64)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Step Between Seconds (Recharge 4-6).*** When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying. ***Temporal Body.*** When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.","actions":"***Displace (Recharge 5-6).*** The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space. ***Multiattack.*** The chronalmental makes 1d4 + 1 slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. ***Steal Time (1/Day).*** The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Chuul","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"5 (-3)","WIS":"11 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"understands deep speech but can't speak","skills":"Perception +4","speed":"30 ft., swim 30 ft.","hit_points":"93 (11d10+33)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The chuul can breathe air and water. ***Sense Magic.*** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.","actions":"***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. ***Pincer.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. ***Tentacles.*** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Chuul Spore Servant","creature_source":"Out Of The Abyss","STR":"19 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"-","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"93 (11d10+33)","armor_class":"16 (natural armor)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, paralyzed, poisoned","actions":"***Multiattack.*** The spore servant makes two pincer attacks. ***Pincer.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled."} {"creature_name":"Chwinga","creature_source":"Tomb Of Annihilation","STR":"1 (-5)","DEX":"20 (+5)","CON":"10 (0)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"elemental","creature_alignment":"neutral","creature_xp":10,"creature_cr":0,"languages":"","skills":"Acrobatics +7, Perception +7, Stealth +7","speed":"20 ft., climb 20 ft., swim 20 ft.","hit_points":"5 (2d4)","armor_class":"15","senses":"blindsight 60ft., passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Evasion.*** When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Innate Spellcasting.*** The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components * At will druidcraft, guidance, pass without trace, resistance<\/i>","actions":"***Magical Gift (1/Day).*** The chwinga targets a humanoid it can see within S feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms. ***Natural Shelter.*** The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed."} {"creature_name":"Cikavak","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"15 (+2)","CON":"10 (+0)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral","creature_xp":25,"creature_cr":0.125,"languages":"understands common; telepathy (touch)","skills":"Perception +5, Stealth +9","speed":"10 ft., fly 40 ft.","hit_points":"17 (7d4)","armor_class":"12","senses":"passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"acid, fire, poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components * At will speak with animals<\/i> * 1/day silence<\/i>","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage."} {"creature_name":"Cinder Ghoul","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"20 (+5)","CON":"15 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"19 (+4)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"fly 40 ft. (hover)","hit_points":"90 (12d10 + 24)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, paralyzed, poisoned, unconscious","abilities":"***Gaseous Form.*** While in this form, the cinder ghoul can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. It cannot pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. ***Magic Resistance.*** The cinder ghoul has advantage on saving throws against spells and other magical effects.","actions":"***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. ***Smoke Inhalation.*** One creature that isn't a construct or undead and is in the cinder ghoul's space must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and its hit point maximum is reduced by an amount equal to the fire damage taken. The target dies if this reduces its hit point maximum to 0. This reduction of the target's hit point maximum lasts until the target finishes a long rest."} {"creature_name":"Cinder Knight","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"17 (+3)","CON":"16 (+3)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":5900,"creature_cr":10,"languages":"common, ignan","skills":"","speed":"30 ft.","hit_points":"105 (14d8 + 42)","armor_class":"18 (plate)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and","damage_vulnerabilities":"cold","condition_immunities":"paralyzed, poisoned,","abilities":"***Heat Aura.*** At the start of each of the cinder knight's turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. ***Illumination.*** The cinder knight sheds dim light in a 15-foot radius. ***Water Susceptibility.*** For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. slashing from nonmagical weapons\" stunned, unconscious\"","actions":"***Greatsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ***Multiattack.*** The cinder knight makes two melee attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns."} {"creature_name":"City Watch Captian","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":1100,"creature_cr":4,"languages":"one language (usually common)","skills":"Perception +2","speed":"30 ft.","hit_points":"91 (14d8 + 28)","armor_class":"17 (scale mail)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Tactical Insight.*** The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Disarming Attack.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain. ***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Multiattack.*** The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack. ***Orders to Attack (1/Day).*** Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform.and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city. ***Rapier.*** Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Clamor","creature_source":"Tome Of Horrors","STR":"1 (-5)","DEX":"16 (+3)","CON":"16 (+3)","INT":"5 (-2)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Deception +7, Performance +7","speed":"0 ft., fly 60 ft.","hit_points":"37 (5d8 + 15)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"thunder","damage_resistances":"bludgeoning, piercing, and","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Incorporeal Movement.*** The clamor can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Mimicry.*** The clamor can mimic any sound it has ever heard, including humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check. ***Natural Invisibility.*** The clamor is invisible. ***Silence Vulnerability.*** If the clamor starts its turn in an area under the effect of silence, it takes 13 (3d8) force damage, and it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened, it must use its action to Dash away from the area of silence. If it begins its turn further than 60 feet away from the area of silence, it can repeat the saving throw at the end of each of its turns, ending the effect on a success. slashing from nonmagical weapons\"","actions":"***Thunder Touch.*** Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) thunder damage, and the target is pushed 5 feet directly away from the clamor."} {"creature_name":"Clay Golem","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"9 (-1)","CON":"18 (+4)","INT":"3 (-4)","WIS":"8 (-1)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft.","hit_points":"133 (14d10+56)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Acid Absorption.*** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. ***Berserk.*** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Haste (Recharge 5-6).*** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. ***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic."} {"creature_name":"Cloaker","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":3900,"creature_cr":8,"languages":"deep speech, undercommon","skills":"Stealth +5","speed":"10 ft., fly 40 ft.","hit_points":"78 (12d10+12)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Damage Transfer.*** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. ***False Appearance.*** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. ***Light Sensitivity.*** While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. ***Moan.*** Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. ***Multiattack.*** The cloaker makes two attacks: one with its bite and one with its tail. ***Phantasms (Recharges after a Short or Long Rest).*** The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. ***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage."} {"creature_name":"Clockwork Abomination","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"12 (+1)","CON":"18 (+4)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"large","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, infernal","skills":"Athletics +9, Perception +4, Stealth +4","speed":"30 ft., climb 30 ft.","hit_points":"76 (8d10 + 32)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +4 CON +7","damage_immunities":"poison","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Additional Legs.*** Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain. ***Immutable Form.*** The clockwork abomination is immune to any spell or effect that would alter its form. ***Infernal Power Source.*** When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw. ***Piston Reach.*** The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Breath Weapon (Recharge 5-6).*** The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw. ***Multiattack.*** The clockwork abomination makes one bite attack and one slam attack. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage."} {"creature_name":"Clockwork Beetle","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"16 (+3)","CON":"10 (+0)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"construct","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"understands common, telepathy 100 ft. (creator only)","skills":"Stealth +5","speed":"30 ft., fly 50 ft.","hit_points":"15 (6d4)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +5","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The clockwork beetle is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The clockwork beetle has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw."} {"creature_name":"Clockwork Beetle Swarm","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"swarm","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"30 ft., fly 50 ft.","hit_points":"52 (8d10 + 8)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"fire, poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage."} {"creature_name":"Clockwork Hound","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands common","skills":"Athletics +7, Perception +4","speed":"50 ft.","hit_points":"71 (11d8 + 22)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +4, CON +4","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Diligent Tracker.*** Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking. ***Immutable Form.*** The clockwork hound is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The clockwork hound has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Explosive Core.*** The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. ***Tripping Tongue.*** Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone."} {"creature_name":"Clockwork Huntsman","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"14 (+2)","CON":"12 (+1)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"understands common","skills":"Perception +4, Survival +4","speed":"40 ft.","hit_points":"110 (20d8 + 20)","armor_class":"14","senses":"darkvision 60 ft., passive perception 14","saving_throws":"STR +5, DEX +4","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The clockwork huntsman is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The clockwork huntsman has advantage on saving throws against spells and other magical effects.","actions":"***Explosive Core.*** The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. ***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. ***Net Cannon.*** Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."} {"creature_name":"Clockwork Myrmidon","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"16 (+3)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"understands common","skills":"Athletics +8, Perception +6","speed":"30 ft.","hit_points":"153 (18d10+54)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"STR +11, DEX +5","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The clockwork myrmidon is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The clockwork myrmidon has advantage on saving throws against spells and other magical effects.","actions":"***Alchemical Fireball.*** The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times. ***Alchemical Flame Jet (Recharge 5-6).*** The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. ***Grease Spray (Recharge 5-6).*** As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. ***Heavy Pick.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ***Multiattack.*** The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage."} {"creature_name":"Clockwork Watchman","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"12 (+1)","CON":"12 (+1)","INT":"5 (-3)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Athletics +4, Perception +4","speed":"30 ft.","hit_points":"55 (10d8 + 10)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"CON +3","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The clockwork watchman is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The clockwork watchman has advantage on saving throws against spells and other magical effects.","actions":"***Halberd.*** Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage. ***Net Cannon.*** Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."} {"creature_name":"Cloud Dragon Wyrmling","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"14 (+2)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"auran, aquan, common, draconic","skills":"Insight +4, Perception +4","speed":"40 ft., fly 60 ft.","hit_points":"44 (8d8 + 8)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 14","saving_throws":"DEX +3, CON +3, WIS +2, CHA +3","damage_immunities":"cold, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Windborn.*** The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. * Cloud Breath.<\/i> The dragon exhales an icy blast in a 15-foot cone that spreads around corners. Each creature in that area must make a DC 11 Constitution saving throw, taking 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one. * Wind Breath.<\/i> The dragon exhales gale-force winds in a 20-foot line that is 10-feet wide. Creatures in this area must make a DC 11 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed saving throw and are pushed 20 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 2nd level or lower are immediately dispelled."} {"creature_name":"Cloud Giant","creature_source":"Monster Manual","STR":"27 (+8)","DEX":"10 (0)","CON":"22 (+6)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral good (50%) or neutral evil (50%)","creature_xp":5000,"creature_cr":9,"languages":"common, giant","skills":"Insight +7, Perception +7","speed":"40 ft.","hit_points":"200 (16d12+96)","armor_class":"14 (natural armor)","senses":"","saving_throws":"CON +10, WIS +7, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components * At will detect magic, fog cloud, light<\/i> * 3/day each feather fall, fly, misty step, telekinesis<\/i> * 1/day each control weather, gaseous form<\/i> ***Keen Smell.*** The giant has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Fling.*** The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. ***Morningstar.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. ***Multiattack.*** The giant makes two morningstar attacks. ***Rock.*** Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. ***Wind Aura.*** A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical."} {"creature_name":"Cloud Giant Smiling One","creature_source":"Volos Guide","STR":"26 (+8)","DEX":"12 (+1)","CON":"22 (+6)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"17 (+3)","creature_size":"huge","creature_type":"giant (cloud giant)","creature_alignment":"chaotic neutral","creature_xp":7200,"creature_cr":11,"languages":"common, giant","skills":"Deception +11, Insight +7, Perception +7, Sleight Of Hand +9","speed":"40 ft.","hit_points":"262 (21d12+126)","armor_class":"15 (natural armor)","senses":"","saving_throws":"CON +10, INT +6, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components * At will detect magic, fog cloud, light<\/i> * 3/day each featherfall, fly, misty step, telekinesis<\/i> * 1/day each control weather, gaseous form<\/i> ***Keen Smell.*** The giant has advantage on Wisdom (Perception) checks that rely on smell. ***Spellcasting.*** The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared * Cantrips (at will) minor illusion, prestidigitation, vicious mockery<\/i> * 1st level (4 slots) cure wounds, disguise self, silent image, Tasha's hideous laughter<\/i> * 2nd level (3 slots) invisibility, suggestion<\/i> * 3rd level (2 slots) major image, tongues<\/i>","actions":"***Change Shape.*** The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. ***Morningstar.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. ***Multiattack.*** The giant makes two attacks with its morningstar. ***Rock.*** Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll."} {"creature_name":"Clubneck","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"13 (+1)","CON":"12 (+1)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +2, Stealth +3","speed":"40 ft.","hit_points":"22 (4d8 + 4)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the clubneck moves at least 20 feet straight toward a target and then hits with its beak on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack.*** The clubneck makes three attacks: one with its beak and two with its claws."} {"creature_name":"Clurichaun","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"12 (+1)","CON":"16 (+3)","INT":"10 (+0)","WIS":"8 (-1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":50,"creature_cr":0.25,"languages":"common, elvish, sylvan","skills":"Perception +1, Stealth +3","speed":"30 ft.","hit_points":"22 (4d4 + 12)","armor_class":"14","senses":"darkvision 60ft., passive perception 11","saving_throws":"CON +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened, poisoned","abilities":"***Clurichaun's Luck.*** Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class. ***Innate Spellcasting.*** The clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component. * At will friends, mending, minor illusion, purify food and drink, vicious mockery<\/i> * 1/day each blur, calm emotions, heroism, sleep, suggestion<\/i> ***Magic Resistance.*** The clurichaun has advantage on saving throws against spells and other magical effects.","actions":"***Improvised Weapon.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon. ***Unarmed Strike.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage."} {"creature_name":"Cobbleswarm","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"11 (+0)","CON":"11 (+0)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"30 ft.","hit_points":"36 (8d8)","armor_class":"15 (natural armor)","senses":", passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, stunned","abilities":"***False Appearance.*** While the swarm remains motionless, it is indistinguishable from normal stones. ***Shift and Tumble.*** As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet. ***Shifting Floor.*** Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points.","actions":"***Stings.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer."} {"creature_name":"Cockatrice","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"12 (+1)","CON":"12 (+1)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"5 (-3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft., fly 40 ft.","hit_points":"27 (6d6+6)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours."} {"creature_name":"Common Time Elemental","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"20 (+5)","CON":"16 (+3)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"telepathy 120 ft.","skills":"","speed":"50 ft., fly 50 ft. (hover)","hit_points":"97 (13d8 + 39)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Cell Death.*** Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection<\/i> or wish<\/i> spell. ***Foresight.*** A time elemental can see a few seconds into the future. This ability prevents it from being surprised. ***Immunity to Temporal Magic.*** Time elementals are immune to all time-related spells and effects that are not cast by other time elementals.","actions":"***Multi-Manifestation (Recharge 5-6).*** The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks. Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental's next turn. ***Multiattack.*** The time elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ***Time Jaunt.*** A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport. This ability transports the time elemental and up to four other creatures of the elemental's choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away."} {"creature_name":"Commoner","creature_source":"Monster Manual","STR":"10 (0)","DEX":"10 (0)","CON":"10 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":10,"creature_cr":0,"languages":"any one language (usually common)","skills":"","speed":"30 ft.","hit_points":"4 (1d8)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Club.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."} {"creature_name":"Conjurer","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":2300,"creature_cr":6,"languages":"any four languages","skills":"Arcana +6, History +6","speed":"30 ft.","hit_points":"40 (9d8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +6, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher).*** As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. ***Spellcasting.*** The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared * Cantrips (at will) acid splash, mage hand, poison spray, prestidigitation<\/i> * 1st level (4 slots) mage armor, magic missile, unseen servant\\* <\/i> * 2nd level (3 slots) cloud of daggers\\*, misty step\\*, web\\* <\/i> * 3rd level (3 slots) fireball, stinking cloud\\* <\/i> * 4th level (3 slots) Evard's black tentacles\\*, stoneskin<\/i> * 5th level (2 slots) cloudkill\\*, conjure elemental\\* <\/i> *Conjuration spell of 1st level or higher","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage."} {"creature_name":"Conshee","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"15 (+2)","CON":"11 (+0)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"13 (+1)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":25,"creature_cr":0.125,"languages":"common, sylvan","skills":"Acrobatics +4, Stealth +4","speed":"20 ft., fly 50 ft.","hit_points":"7 (3d4)","armor_class":"12","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The conshee's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will detect evil and good, light<\/i> * 1/day each faerie fire, silent image<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Constrictor Snake","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"13 (2d10+2)","armor_class":"12","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. ***Constrict.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target."} {"creature_name":"Copper Dragon Wyrmling","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"14 (+2)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"draconic","skills":"Perception +4, Stealth +3","speed":"30 ft., climb 30 ft., fly 60 ft.","hit_points":"22 (4d8+4)","armor_class":"16 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +3, CON +3, WIS +2, CHA +3","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."} {"creature_name":"Copper Mouse Dragon","creature_source":"Tome Of Horrors","STR":"2 (-4)","DEX":"15 (+2)","CON":"14 (+2)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"understands common and draconic but can't speak","skills":"Arcana +1, Nature +1, Perception +5, Stealth +6","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"18 (4d4 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 30 ft., passive perception 15","saving_throws":"DEX +4, CON +4, WIS +3, CHA +3","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 15-foot line that is 1-foot wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {"creature_name":"Coral Drake","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"1 (-5)","CON":"18 (+4)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"draconic","skills":"Acrobatics +6, Perception +4, Stealth +6","speed":"30 ft., swim 60 ft.","hit_points":"127 (15d8 + 60)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"DEX +6","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"paralyzed, poisoned, prone, unconscious","abilities":"***Camouflage.*** A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater. ***Water Breathing.*** The coral drake can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Breath Weapon (Recharge 5-6).*** Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage. ***Multiattack.*** The coral drake makes one bite attack, one claw attack, and one stinger attack. ***Stinger.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success."} {"creature_name":"Core Spawn Crawler","creature_source":"Explorers Guide To Wildemount","STR":"7 (-2)","DEX":"14 (+2)","CON":"10 (+0)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands deep speech but can't speak","skills":"Perception +5","speed":"30 ft.","hit_points":"21 (6d6)","armor_class":"12","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive perception 15","saving_throws":"","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded","abilities":"***Pack Tactics.*** The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack.*** The crawler makes four attacks: one with its bite, two with its claws, and one with its tail. ***Tail.*** Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Core Spawn Emissary","creature_source":"Explorers Guide To Wildemount","STR":"17 (+3)","DEX":"15 (+2)","CON":"18 (+4)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"understands deep speech but can't speak, telepathy 120 ft.","skills":"Perception +4","speed":"40 ft., fly 60 ft. (hover)","hit_points":"102 (12d8 + 48)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft., tremorsense 60 ft., passive perception 14","saving_throws":"DEX +5, WIS +4, CHA +2","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded","abilities":"***Magic Resistance.*** The emissary has advantage on saving throws against spells and other magical effects.","actions":"***Alluring Thrum (Recharges 5-6).*** The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed 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. ***Crystal Spores (Recharge 6).*** A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack.*** The emissary makes three talons attacks. ***Talons.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage."} {"creature_name":"Core Spawn Seer","creature_source":"Explorers Guide To Wildemount","STR":"14 (+2)","DEX":"12 (+1)","CON":"18 (+4)","INT":"22 (+6)","WIS":"19 (+4)","CHA":"16 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"common, deep speech, undercommon, telepathy 120 ft.","skills":"Perception +9","speed":"30 ft.","hit_points":"153 (18d8 + 72)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., tremorsense 60 ft., passive perception 19","saving_throws":"DEX +6, INT +11, WIS +9, CHA +8","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Earth Glide.*** The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through. ***Fuse Damage.*** When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage. ***Magic Resistance.*** The seer has advantage on saving throws against spells and other magical effects.","actions":"***Fission Staff.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone. ***Multiattack.*** The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once. ***Psychedelic Orb.*** The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: * (1-2) blinded * (3-4) frightened * (5-6) stunned."} {"creature_name":"Core Spawn Worm","creature_source":"Explorers Guide To Wildemount","STR":"26 (+8)","DEX":"5 (-3)","CON":"20 (+5)","INT":"6 (-2)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"gargantuan","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"understands deep speech but can't speak","skills":"Perception +4","speed":"60 ft., burrow 40 ft.","hit_points":"279 (18d20 + 90)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., tremorsense 60 ft., passive perception 14","saving_throws":"CON +10, WIS +4","damage_immunities":"fire, psychic","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed, frightened","abilities":"***Illumination.*** The worm sheds dim light in a 20-foot radius. ***Radiant Mirror.*** If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well. ***Tunneler.*** The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.","actions":"***Barbed Tentacles.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time. ***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. ***Multiattack.*** The worm makes two attacks: one with its barbed tentacles and one with its bite."} {"creature_name":"Corpse Candle","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"15 (+2)","CON":"13 (+1)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, infernal","skills":"Deception +5, Stealth +4","speed":"fly 50 ft., swim 50 ft.","hit_points":"55 (10d8 + 10)","armor_class":"12","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Incorporeal Movement.*** The corpse candle can move through other creatures and objects in a body of water as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or outside its body of water. ***Sunlight Sensitivity.*** While in sunlight, the corpse candle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. bludgeoning, piercing, and slashing from nonmagical weapons\" grappled, paralyzed, petrified, poisoned, prone, restrained\"","actions":"***Hypnotic Lights.*** The corpse candle creates a twisting, dancing pattern of ever-shifting colored lights in a 10-foot cube at a point it can see within 60 feet of itself. The pattern appears for a minute then vanishes. Each creature in the area who sees the pattern must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. When a charmed creature takes damage it can repeat the saving throw, ending the effect on a success. A creature that starts its turn within the 10-foot cube of lights must succeed on a DC 13 Constitution saving throw or the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. ***Watery Touch.*** Melee Weapon Attack: +4 to hit, reach ft., one target. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A humanoid slain by this attack rises 24 hours later as a zombie unless the humanoid is restored to life or its body is destroyed."} {"creature_name":"Corpse Flower","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"14 (+2)","CON":"16 (+3)","INT":"7 (-1)","WIS":"15 (+2)","CHA":"3 (-3)","creature_size":"large","creature_type":"plant","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"-","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"127 (15d10 + 45)","armor_class":"12","senses":"blindsight 120 ft. (blind beyond this radius), passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","abilities":"***Corpses.*** When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following > The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. > The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). ***Spider Climb.*** The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Stench of Death.*** Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.","actions":"***Harvest the Dead*** The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. ***Multiattack*** The corpse flower makes three tentacle attacks. ***Tentacle*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage."} {"creature_name":"Corpse Mound","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"11 (+0)","CON":"21 (+5)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"huge","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"understands common but can't speak","skills":"","speed":"30 ft.","hit_points":"207 (18d12 + 90)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"CON +9, INT +3, WIS +4","damage_immunities":"poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Absorb the Dead.*** Whenever a Small or larger non.undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points. ***Noxious Aura.*** Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours. ***Zombie Drop.*** At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn.","actions":"***Bone Shard.*** Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard. ***Envelop.*** The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once. ***Multiattack.*** The corpse mound makes two weapon attacks or uses envelop once. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained."} {"creature_name":"Corpse Rook","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"17 (+3)","CON":"14 (+2)","INT":"5 (-3)","WIS":"10 (+0)","CHA":"11 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +2, Survival +2","speed":"10 ft., fly 60 ft.","hit_points":"90 (12d10 + 24)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The corpse rook doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Three Heads.*** The corpse rook has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Multiattack.*** The corpse rook makes three bite attacks and one claw attack."} {"creature_name":"Corrupting Ooze","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"10 (+0)","CON":"22 (+6)","INT":"4 (-3)","WIS":"2 (-4)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Stealth +3","speed":"20 ft., swim 30 ft.","hit_points":"115 (10d10 + 60)","armor_class":"12 (natural armor)","senses":"blindsight 60 ft., tremorsense 60 ft., passive perception 5","saving_throws":"","damage_immunities":"acid, fire, poison","damage_resistances":"slashing, bludgeoning","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Corrupting Touch.*** When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw. ***Strong Swimmer.*** A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed.","actions":"***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13)."} {"creature_name":"Couatl","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"20 (+5)","CON":"17 (+3)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"18 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":1100,"creature_cr":4,"languages":"all, telepathy 120 ft.","skills":"","speed":"30 ft., fly 90 ft.","hit_points":"97 (13d8+39)","armor_class":"19 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +5, WIS +7, CHA +6","damage_immunities":"psychic; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"radiant","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components At will detect evil and good, detect magic, detect thoughts 3/day each bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each dream, greater restoration, scrying ***Magic Weapons.*** The couatl's weapon attacks are magical. ***Shielded Mind.*** The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. ***Change Shape.*** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. ***Constrict.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target."} {"creature_name":"Cow","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"15 (2d10+4)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Crab","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"11 (0)","CON":"10 (0)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Stealth +2","speed":"20 ft., swim 20 ft.","hit_points":"2 (1d4)","armor_class":"11 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The crab can breathe air and water.","actions":"***Claw.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage."} {"creature_name":"Crabman","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"11 (+0)","CON":"15 (+2)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"crabman, some speak common","skills":"Perception +4","speed":"30 ft., swim 30 ft.","hit_points":"37 (5d10 + 10)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The crabman can breathe air and water.","actions":"***Multiattack.*** The crabman makes two attacks with its pincers. ***Pincers.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the crabman doesn't have another creature grappled already. The target is restrained until the grapple ends."} {"creature_name":"Crag Cat","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"17 (+3)","CON":"16 (+3)","INT":"4 (-3)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Stealth +7","speed":"40 ft.","hit_points":"34 (4d10+12)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nondetection.*** The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors. ***Pounce.*** If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. ***Spell Turning.*** The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage."} {"creature_name":"Cranium Rat","creature_source":"Volos Guide","STR":"2 (-4)","DEX":"14 (+2)","CON":"10 (0)","INT":"4 (-3)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"tiny","creature_type":"beast","creature_alignment":"lawful evil","creature_xp":10,"creature_cr":0,"languages":"telepathy 30 ft.","skills":"","speed":"30 ft.","hit_points":"2 (1d4)","armor_class":"12","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Illumination.*** As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. ***Telepathic Shroud.*** The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Crawling Claw","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"14 (+2)","CON":"11 (0)","INT":"5 (-3)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":10,"creature_cr":0,"languages":"understands common but can't speak","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"2 (1d4)","armor_class":"12","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Turn Immunity.*** The claw is immune to effects that turn undead.","actions":"***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) ."} {"creature_name":"Crimson Basilisk","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"10 (+0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +5","speed":"20 ft.","hit_points":"67 (9d8 + 27)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The crimson basilisk has advantage on attack rolls against any creature that doesn't have all its hit points. ***Wounding Gaze.*** If a target starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the target to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage as blood weeps from the victim's eyes, ears, nose, and mouth. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target takes an additional 7 (2d6) necrotic damage and will continue to take recurring damage at the end of each of its turns (without further chance to save) unless the basilisk is incapacitated or the effect is ended by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the creature until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) acid damage. In addition, nonmagical armor or a shield being worn or carried is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed."} {"creature_name":"Crimson Drake","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic, telepathy 60 ft.","skills":"Acrobatics +4, Perception +1","speed":"15 ft., fly 80 ft.","hit_points":"54 (12d4 + 24)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +4","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Magic Resistance.*** The drake has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage. ***Breath Weapon (Recharge 6).*** The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw. ***Multiattack.*** The crimson drake makes one bite attack and one stinger attack. ***Stinger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early."} {"creature_name":"Crocodile","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +2","speed":"20 ft., swim 20 ft.","hit_points":"19 (3d10+3)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The crocodile can hold its breath for 15 minutes.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target"} {"creature_name":"Crushing Wave Priest","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"aquan, common","skills":"Deception +5, Religion +2, Stealth +2","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"13 (chain shirt)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) chill touch, mage hand, minor illusion, prestidigitation, ray of frost<\/i> * 1st level (4 slots) expeditious retreat, ice knife, magic missile, shield<\/i> * 2nd level (3 slots) blur, hold person<\/i> * 3rd level (2 slots) sleet storm<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."} {"creature_name":"Crushing Wave Reaver","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Athletics +4, Stealth +4","speed":"30 ft.","hit_points":"22 (4d8+4)","armor_class":"14 (shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Sharktoothed Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword."} {"creature_name":"Crypt Thing","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"16 (+3)","CON":"15 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"common","skills":"Deception +6, Perception +5","speed":"30 ft.","hit_points":"84 (13d8 + 26)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Weapons.*** The crypt thing's weapon attacks are magical.","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage and 10 (3d6) necrotic damage. ***Multiattack.*** The crypt thing makes two attacks with its claws. ***Teleport Other (1/day).*** As an action, the crypt thing can teleport all creatures within 50 feet of it to a randomly determined location. A creature affected by the crypt thing's Teleport Other must make a DC 15 Wisdom saving throw to avoid being teleported. An affected creature is teleported in a random direction and a random distance (1d10 x 100 feet) away from the crypt thing. Roll randomly for each creature that fails its saving throw. If the affected creature would arrive in a place already occupied by an object or another creature, the affected creature takes 14 (4d6) force damage and is not teleported."} {"creature_name":"Crystalline Devil","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"12 (+1)","CON":"18 (+4)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"celestial, common, infernal, telepathy 120 ft.","skills":"Deception +8, Insight +4","speed":"30 ft.","hit_points":"102 (12d8 + 48)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"WIS +4, CHA +5","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components 2/day command 1/day suggestion ***Magic Resistance.*** The crystalline devil has advantage on saving throws against spells and other magical effects. ***Sneak Attack (1/Turn).*** The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll. ***Variant Devil Summoning.*** Some crystalline devils have an action option that allows them to summon other devils. Summon Devil (1/Day) The crystalline devil has a 25 percent chance of summoning one crystalline devil","actions":"***Betraying Carbuncle.*** The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Crystalline Spray (Recharge 5-6).*** The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw. ***Multiattack.*** The devil makes two claw attacks."} {"creature_name":"Crystalline Horror","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +4","speed":"30 ft.","hit_points":"60 (8d8 + 24)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bend Light.*** The crystalline horror can refract natural light into a bright light that makes it harder to be hit by melee attacks. The crystalline horror adds 3 to its AC against one melee attack that would hit it. To do so, the crystalline horror must see the attack. This ability cannot be used in natural or magical darkness. ***Crystal Claws.*** The crystalline horror's attacks are magical. ***Magic Resistance.*** The crystalline horror has advantage on saving throws against spells and other magical effects.","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The crystalline horror can make two attacks with its claws. ***Shard Spray (Recharge 6).*** The crystalline horror launches a spray of razor-sharp shards of glass from its body in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Cult Fanatic","creature_source":"Monster Manual","STR":"11 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-good alignment","creature_xp":450,"creature_cr":2,"languages":"any one language (usually common)","skills":"Deception +4, Persuasion +4, Religion +2","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"13 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dark Devotion.*** The fanatic has advantage on saving throws against being charmed or frightened. ***Spellcasting.*** The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared * Cantrips (at will) light, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) command, inflict wounds, shield of faith<\/i> * 2nd level (3 slots) hold person, spiritual weapon<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. ***Multiattack.*** The fanatic makes two melee attacks."} {"creature_name":"Cultist","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"10 (0)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-good alignment","creature_xp":25,"creature_cr":0.125,"languages":"any one language (usually common)","skills":"Deception +2, Religion +2","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"12 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened.","actions":"***Scimitar.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage."} {"creature_name":"Cyclops","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"11 (0)","CON":"20 (+5)","INT":"8 (-1)","WIS":"6 (-2)","CHA":"10 (0)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic neutral","creature_xp":2300,"creature_cr":6,"languages":"giant","skills":"","speed":"30 ft.","hit_points":"138 (12d12+60)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Poor Depth Perception.*** The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.","actions":"***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ***Multiattack.*** The cyclops makes two greatclub attacks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage."} {"creature_name":"Dagon, Demon Prince of the Sea","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"18 (+4)","CON":"27 (+8)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"19 (+4)","creature_size":"large","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":90000,"creature_cr":26,"languages":"abyssal, celestial, common, draconic, giant, infernal; telepathy 120 ft.","skills":"Athletics +15, History +12, Insight +13, Intimidation +12, Perception +13","speed":"20 ft., swim 60 ft.","hit_points":"472 (35d10 + 280)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 23","saving_throws":"DEX +12, CON +16, WIS +13, CHA +12","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Adverse Conditions.*** Within 1 mile of the lair, Celestial creatures find the air or water difficult to breathe and tread. These creatures must make a DC 18 Constitution saving throw whenever they take a long rest. On a failed save, the creature does not benefit from that long rest. If Dagon is slain, changed weather reverts to normal as described in the spell, and the other effects fade in 1d10 days. Weapon (trident), artifact (requires attunement)<\/i> Barnacles and small lampreys cover this 10-foot-long, deepblue- green weapon; no matter how many barnacles or lampreys are removed, the weapon always seems covered in them. The three mismatched tines of the trident drip salty brine at all times, and the weapon always appears wet. ***Aquatic Bestiary.*** Aquatic creatures of all types are drawn to Dagon's presence; often they are only hostile to non-aquatic creatures. ***Attunement.*** In order to attune to Embrace of the Uncaring Sea, you must feed the lampreys that adorn its haft, dealing 8d10 necrotic damage to you, which cannot be resisted in any way. Oversized. A Medium-sized creature has disadvantage on attack rolls made with Embrace of the Uncaring Sea unless they wield the weapon two-handed. ***Brinetooth.*** You deal an additional 5d6 poison damage on a successful hit with the trident. ***Command Aquatic Creature (Costs 2 Actions).*** Dagon uses its Command Aquatic Creature ability, even if it has not recharged. Dagon 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. Dagon regains spent legendary actions at the start of its turn. ***Control Tempature.*** Dagon selects an area of water within 100 feet no larger than a 20-foot sphere and causes it to heat to boiling or cool drastically. Any creature within that area must make a DC 21 Constitution saving throw, taking 27 (6d8) cold or fire damage on a failed save, or half as much on a successful saving throw. The region containing Dagon's lair is warped by its magic, creating one or more of the following effects ***Destruction.*** You can destroy Embrace of the Uncaring Sea by stabbing the tines into the highest mountain within the hottest desert and leaving it to dry in the blazing sun for 100 years, at which time it crumbles into ash. If it is removed prior to the 100 years elapsing, all progress is lost. ***Embrace of the Depths.*** If you roll a 19 or 20 on an attack with this trident and you hit, the target must make a DC 21 Constitution saving throw or be afflicted by the crushing pressure of the sea. A creature afflicted by this cannot breathe, cast spells using verbal components, or cannot take actions or reactions. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on a success. Magic such as heal can end this affliction early. ***Ink Cloud (Costs 3 Actions).*** Dagon exhales a 60-foot cone of inky blackness. Underwater it is as black ink, while above water it manifests as a thick cloud, and the area counts as heavily obscured. It remains until dispersed by a strong current or wind (at least 20 miles per hour). Dagon can end this effect on its turn as a bonus action. Creatures who enter or begin their turn in the area must make a successful DC 22 Constitution saving throw or take 18 (4d8) poison damage. On initiative count 20 (losing initiative ties), Dagon can take a lair action to cause one of the following effects; Dagon can't use the same effect two rounds in a row ***Innate Spellcasting.*** Dagon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will cloudkill (works underwater only), control water, create and destroy water, darkness, detect evil and good, detect magic, detect thoughts, magic missile (as the 4th level spell), teleport, telekinesis, tongues, water breathing<\/i> * 3/day each conjure animals (aquatic creatures only), conjure elemental (water elemental only), dispel magic, dominate beast (aquatic creatures only), fear<\/i> * 1/day each confusion, feeblemind, finger of death, hold person, hold monster, lightning bolt, stoneskin, time stop, web, wish<\/i> ***Legendary Resistance (3/day).*** If Dagon fails a saving throw, it can choose to succeed instead. ***Maelstrom.*** The currents and eddies of the underwater realm Dagon occupies swirl in a maelstrom out to a radius of 100 feet. All creatures in that area, other than Dagon, must make a DC 21 Strength saving throw. On a failed save, the target is moved in a random direction 30 feet. ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** You have a +3 bonus to attack and damage rolls made with Embrace of the uncaring Sea. It also functions as a trident of fish command. ***Magic Weapons.*** The demon's weapon attacks are magical. ***Move.*** If at least halfway submerged in water, Dagon can move up to half its swim speed without provoking opportunity attacks. ***Special Equipment.*** Dagon carries Embrace of the Uncaring Sea, a powerful magic trident. ***Unholy Aura.*** An unholy aura surrounds Dagon out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 21 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Unusual Weather.*** Once per day, Dagon can control the weather surrounding his lair out to a 6-mile radius. The effect is identical to the control weather spell. ***Water Mastery.*** Dagon has advantage on attack rolls, ability checks, and saving throws when even partly immersed in sea water.","actions":"***Claw.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage and target is poisoned until the beginning of Dagon's next turn. ***Command Aquatic Creature (Recharge 5-6).*** One creature with a swim speed that Dagon can see within 120 feet of it hears the telepathic commands of Dagon and must make a DC 21 Wisdom saving throw. On a failed save, the creature is charmed for 24 hours. While charmed, it must follow the orders of Dagon to the best of the target's ability and it is immune to being charmed or frightened by another effect or spell. A target can repeat the saving throw when it takes damage, ending the effect on a success. ***Embrace of the Uncaring Sea.*** Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 24 (4d6 + 10) piercing damage, or 28 (4d8 + 10) piercing damage if used with two hands to make a melee attack, plus 17 (5d6) poison damage. If Dagon rolls a natural 19 or 20, the target must make a DC 21 Constitution saving throw or be afflicted by the crushing pressure of the sea. A creature afflicted by this cannot breathe, use verbal components, or take actions or reactions. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on a success. Magic such as heal can end this affliction early. ***Multiattack.*** Dagon makes three melee weapon attacks."} {"creature_name":"Dao","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"12 (+1)","CON":"24 (+7)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"terran","skills":"","speed":"30 ft., burrow 30 ft., fly 30 ft.","hit_points":"187 (15d10+105)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +5, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"petrified","abilities":"***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. ***Earth Glide.*** The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. ***Elemental Demise.*** If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. ***Innate Spellcasting.*** The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will detect evil and good, detect magic, stone shape<\/i> * 3/day each passwall, move earth, tongues<\/i> * 1/day each conjure elemental <\/i>(earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone<\/i> ***Sure-Footed.*** The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ***Variant Genie Powers.*** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. ***Wishes.*** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.","actions":"***Fist.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. ***Maul.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. ***Multiattack.*** The Dao makes two fist attacks or two maul attacks."} {"creature_name":"Darathra Shendrel","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (illuskan humanoid)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common","skills":"History +2, Intimidation +4, Investigation +2, Perception +2, Presuasion +4","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"14 (breastplate)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave.*** Darathra has advantage on saving throws against being frightened As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster. **Ideal ** \"Good people should be given every chance to prosper, free of tyranny.\" **Bond ** \"I'll lay down my life to protect Triboar and its citizens.\" **Flaw ** \"I refuse to back down. Push me, and I'll push back.\"","actions":"***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage ***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts. ***Multiattack.*** Darthra makes two melee attacks."} {"creature_name":"Dark Cadejo","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"18 (+4)","CON":"12 (+1)","INT":"10 (+0)","WIS":"18 (+4)","CHA":"10 (+0)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Deception +4, Perception +8, Stealth +8","speed":"30 ft.","hit_points":"99 (18d8 + 18)","armor_class":"18 (Natural Armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nullification.*** While it is within 120 feet of a light cadejo, a dark cadejo makes ability checks, attacks, and saving throws at disadvantage. Additionally, the dark cadejo's Paralysis and Stench features do not function. However, any attacks, ability checks, and saving throws resulting from direct combat with a light cadejo are made without disadvantage. ***Paralysis.*** When a creature that can see the dark cadejo's eyes starts its turn within 30 feet of the dark cadejo, the dark cadejo can force it to make a DC 14 Constitution saving throw if the dark cadejo isn't incapacitated and can see the creature. On a failure, the creature is paralyzed for as long as the dark cadejo maintains eye contact. A paralysed creature can repeat the saving at the end of each of its turns, ending the effect on a success. This ability does not function for the dark cadejo while it is within 120 feet of a light cadejo. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark cadejo until the start of its next turn when it can avert its eyes again. If the creature looks at the dark cadejo in the meantime, it must immediately make the save. ***Stench.*** The dark cadejo emits a sickening stench, affecting all creatures near it. Any creature that begins its turn within 10 feet of the dark cadejo must make a DC 14 Constitution save or be poisoned until the start of its next turn.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Multiattack.*** The dark cadejo makes three attacks: one with its bite and two with its claws."} {"creature_name":"Dark Tide Knight","creature_source":"Elemental Evil","STR":"17 (+3)","DEX":"16 (+3)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Athletics +7, Stealth +7","speed":"30 ft.","hit_points":"58 (9d8+18)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bonded Mount.*** The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. ***Sneak Attack.*** The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll. ***Uncanny Dodge.*** When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.","actions":"***Lance.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. ***Multiattack.*** The knight makes two shortsword attacks. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Darkling","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"10 (0)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"elvish, sylvan","skills":"Acrobatics +5, Deception +2, Perception +5, Stealth +7","speed":"30 ft.","hit_points":"13 (3d6+3)","armor_class":"14 (leather armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Flash.*** When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. ***Light Sensitivity.*** While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage."} {"creature_name":"Darkling Elder","creature_source":"Volos Guide","STR":"13 (+1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"10 (0)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"elvish, sylvan","skills":"Acrobatics +5, Deception +3, Perception +6, Stealth +7","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"15 (studded leather armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Burn.*** When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.","actions":"***Darkness (Recharges after a Short or Long Rest).*** The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. ***Multiattack.*** The darkling elder makes two melee attacks. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage."} {"creature_name":"Darkmantle","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +3","speed":"10 ft., fly 30 ft.","hit_points":"22 (5d6+5)","armor_class":"11","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The darkmantle can't use its blindsight while deafened. ***False Appearance.*** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.","actions":"***Crush.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. ***Darkness Aura (1/day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."} {"creature_name":"Darz Helgar","creature_source":"Storm Kings Thunder","STR":"15 (+2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (illuskan human)","creature_alignment":"neutral","creature_xp":10,"creature_cr":0,"languages":"common","skills":"Intimidation +2, Sleight Of Hand +4, Stealth +4","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"12","senses":"passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. **Ideal ** \"You csan run from your past, but you can't hide from it.\" **Bond ** \"I've made a new life in Triboar. I'm not gonna run away this time. \" **Flaw ** \"I have no regrets. I do whatever it takes to survive.\" ***Sneak Attack (1/turn).*** Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.","actions":"***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) piercing damage. Darz carries twenty sling stones."} {"creature_name":"Dau","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"17 (+3)","CON":"14 (+2)","INT":"14 (+2)","WIS":"17 (+3)","CHA":"16 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":1100,"creature_cr":4,"languages":"deep speech, primordial, sylvan, telepathy 60 ft.","skills":"Deception +5, Insight +5, Perception +5, Stealth +5","speed":"20 ft., fly 60 ft. (hover)","hit_points":"49 (9d6 + 18)","armor_class":"13","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components At will detect thoughts 3/day each invisibility, mirror image 1/day each mirage arcana, programmed illusion, project image ***Magic Resistance.*** The dau has advantage on saving throws against spells and other magical effects. ***Mirror Dodge (1/Day).*** When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed.","actions":"***Multiattack.*** The dau makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. ***Tangible Illusion (1/Day).*** After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet."} {"creature_name":"Death Butterfly Swarm","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"13 (+1)","CON":"10 (+0)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"swarm","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"5 ft., fly 40 ft. (hover)","hit_points":"60 (11d10)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"cold, fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, petrified","abilities":"***Potent Poison.*** The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point. ***Weight of Wings.*** A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.. ***Multiattack.*** The swarm makes a Bite attack against every target in its spaces."} {"creature_name":"Death Cow","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"11 (+0)","CON":"14 (+2)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"bovine","skills":"Animal Handling +4, Athletics +6, Perception +4","speed":"30 ft.","hit_points":"90 (12d10 + 24)","armor_class":"14 (natural armor)","senses":"passive perception 14","saving_throws":"STR +6, CON +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bovine Master.*** A death cow can take control of 1d6 cows located within 30 feet of it as per the dominate monster spell. Cows controlled in this fashion do not receive a Wisdom save, but are controlled automatically. ***Cattle Guise.*** A death cow can voluntarily appear as a normal quadrupedal cow, indistinguishable from a normal cow. It can transform between cow and death cow form instantly. Its weapons only manifest in bipedal form. The true seeing spell will reveal the death cow's true form. ***Death Throes.*** When the death cow dies, it explodes, showering all creatures within a 30-foot radius with scalding blood and chunks of burning meat. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. ***Secret Speech.*** Death cows speak in a strange mooing tongue called Bovine that normally cannot be learned by non-cows. Those who wish to learn the language must succeed on a DC 20 Intelligence check and have a willing death cow as an instructor.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage. ***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The death cow makes one bite and one greatsword attack. ***War Moo (Recharge 5-6).*** The death cow unleashes a deafening moo. All non-bovine creatures within 30 feet of the death cow that can hear the moo, must attempt a DC 13 Constitution saving throw and be deafened for 1 minute and take 28 (8d6) thunder damage on a failed save, or half as much damage without being deafened on a successful one."} {"creature_name":"Death Dog","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"3 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +5, Stealth +4","speed":"40 ft.","hit_points":"39 (6d8+12)","armor_class":"12","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Two-Headed.*** The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. ***Multiattack.*** The dog makes two bite attacks."} {"creature_name":"Death Kiss","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"10 (0)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":5900,"creature_cr":10,"languages":"deep speech, undercommon","skills":"Perception +5","speed":"0 ft., fly 30 ft. (hover)","hit_points":"161 (17d10+68)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"CON +8, WIS +5","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Lightning Blood.*** A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.","actions":"***Blood Drain.*** One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points. ***Multiattack.*** The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature ***Tentacle.*** Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles."} {"creature_name":"Death Knight","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"11 (0)","CON":"20 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"abyssal, common","skills":"","speed":"30 ft.","hit_points":"180 (19d8+95)","armor_class":"20 (plate, shield)","senses":"darkvision 120 ft.","saving_throws":"DEX +6, WIS +9, CHA +10","damage_immunities":"necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, poisoned","abilities":"***Magic Resistance.*** The death knight has advantage on saving throws against spells and other magical effects. ***Marshal Undead.*** Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. ***Parry.*** The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. ***Spellcasting.*** The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared * 1st level (4 slots) command, compelled duel, searing smite<\/i> * 2nd level (3 slots) hold person, magic weapon<\/i> * 3rd level (3 slots) dispel magic, elemental weapon<\/i> * 4th level (3 slots) banishment, staggering smite<\/i> * 5th level (2 slots) destructive wave <\/i>(necrotic) ***Undead Nature.*** A death knight doesn't require air, food, drink, or sleep.","actions":"***Hellfire Orb (1/day).*** The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. ***Longsword.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. ***Multiattack.*** The death knight makes three longsword attacks."} {"creature_name":"Death Slaad","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"15 (+2)","CON":"19 (+4)","INT":"15 (+2)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"aberration (shapechanger)","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"slaad, telepathy 60 ft.","skills":"Arcana +6, Perception +8","speed":"30 ft.","hit_points":"170 (20d8+80)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components * At will detect magic, detect thoughts, invisibility <\/i>(self only), mage hand, major image<\/i> * 2/day each fear, fireball, fly, tongues<\/i> * 1/day each cloudkill, plane shift<\/i> ***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects ***Magic Weapons.*** The slaad's weapon attacks are magical. ***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ***Shapechanger.*** The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Variant Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.","actions":"***Bite (Slaad Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. ***Claws (Slaad Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. ***Greatsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or greatsword."} {"creature_name":"Death Tyrant","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"19 (+4)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"deep speech, undercommon","skills":"Perception +12","speed":"0 ft., fly 20 ft. (hover)","hit_points":"187 (25d10+50)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +5, CON +7, INT +9, WIS +7, CHA +9","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, paralyzed, petrified, poisoned, prone","abilities":"***Eye Ray.*** The death tyrant uses one random eye ray. The death tyrant 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 death tyrant regains spent legendary actions at the start of its turn. ***Negative Energy Cone.*** The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. ***Eye Rays.*** The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution 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. 3. Fear Ray. The targeted creature must succeed on a DC 17 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. 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points."} {"creature_name":"Death Watch Beetle","creature_source":"Tome Of Horrors","STR":"20 (+1)","DEX":"10 (+2)","CON":"16 (+1)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"9 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft.","hit_points":"75 (10d8 + 30)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ***Death Rattle (Recharge 5-6).*** The death watch beetle emits a clicking noise with a resonance frequency that affects creatures within 30 feet of it. Creatures in this area must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Deathcap Myconid","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"10 (+0)","CON":"16 (+3)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"20 ft.","hit_points":"90 (12d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Distress Spores.*** When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain. ***Sun Sickness.*** While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.","actions":"***Deathcap Spores (3/day).*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage. ***Multiattack.*** The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack. ***Slumber Spores (3/day).*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake."} {"creature_name":"Deathlock","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"15 (+2)","CON":"10 (0)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"the languages it knew in life","skills":"Arcana +4, History +4","speed":"30 ft.","hit_points":"36 (8d8)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"INT +4, CHA +5","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Innate Spellcasting.*** The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will detect magic, disguise self, mage armor<\/i> ***Spellcasting.*** The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) chill touch, eldritch blast, mage hand<\/i> * 3rd level (2 slots) arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb<\/i> ***Turn Resistance.*** The deathlock has advantage on saving throws against any effect that turns undead.","actions":"***Deathly Claw*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage."} {"creature_name":"Deathlock Mastermind","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"15 (+2)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"the languages it knew in life","skills":"Arcana +5, History +5, Perception +4","speed":"30 ft.","hit_points":"110 (20d8 + 20)","armor_class":"13 (16 with mage armor)","senses":"darkvision 120 ft. (including magical darkness), passive perception 14","saving_throws":"INT +5, CHA +6","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Innate Spellcasting.*** The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components * At will detect magic, disguise self, mage armor<\/i> ***Spellcasting.*** The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) chill touch, mage hand, minor illusion, poison spray<\/i> * 5th level (2 slots) arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility<\/i> ***Turn Resistance.*** The deathlock has advantage on saving throws against any effect that turns undead.","actions":"***Deathly Claw*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ***Grave Bolts*** Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success."} {"creature_name":"Deathlock Wight","creature_source":"Tales From The Yawning Portal","STR":"11 (0)","DEX":"14 (+2)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"Arcana +3, Perception +4","speed":"30 ft.","hit_points":"37 (5d8+15)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +4","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Innate Spellcasting.*** The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components * At will detect magic, disguise self, mage armor<\/i> * 1/day each fear, hold person, misty step<\/i> ***Source.*** tales from the yawning portal, page 233 ***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Undead Nature.*** A wight doesn't require air, food, drink, or sleep.","actions":"***Grave Bolt.*** Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. ***Life Drain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ***Multiattack.*** The wight attacks twice with Grave Bolt."} {"creature_name":"Deathwisp","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"20 (+5)","CON":"16 (+3)","INT":"18 (+4)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"the languages it knew in life","skills":"Perception +6, Stealth +8","speed":"0 ft., fly 60 ft. (hover)","hit_points":"82 (11d8 + 33)","armor_class":"15","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +8, CON +6, WIS +6","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Flicker.*** The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage. ***Incorporeal Movement.*** The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object. ***Shadow Jump.*** A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments. ***Sunlight Sensitivity.*** While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Unnatural Aura.*** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.","actions":"***Create Deathwisp.*** The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time. ***Life Drain.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Decapus","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"13 (+1)","CON":"15 (+2)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, deep speech, sylvan","skills":"Stealth +5","speed":"10 ft., climb 30 ft.","hit_points":"32 (5d8 + 10)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brachiation.*** A decapus can move through trees at its base climb speed by using its tentacles to swing from tree to tree. Trees used by the decapus in this manner can be no further than 10 feet apart. ***Mimicry.*** The decapus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.","actions":"***Multiattack.*** The decapus makes up to four tentacle attacks. ***Tentacle.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends. The decapus has ten tentacles but can only grapple two targets at any given time."} {"creature_name":"Deep Drake","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"19 (+4)","CON":"14 (+2)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"common, darakhul, draconic, undercommon","skills":"Athletics +9, Insight +6, Perception +6","speed":"50 ft., climb 30 ft., fly 100 ft.","hit_points":"150 (20d10 + 40)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 16","saving_throws":"DEX +8, CON +6","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Magic Resistance.*** The drake has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Breath Weapon (Recharge 5-6).*** A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The drake makes one bite attack, two claw attacks, and one stinger attack. ***Stinger.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components."} {"creature_name":"Deep Gnome (Svirfneblin)","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"12 (+1)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"small","creature_type":"humanoid (gnome)","creature_alignment":"neutral good","creature_xp":100,"creature_cr":0.5,"languages":"gnomish, terran, undercommon","skills":"Investigation +3, Perception +2, Stealth +4","speed":"20 ft.","hit_points":"16 (3d6+6)","armor_class":"15 (chain shirt)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Gnome Cunning.*** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. ***Innate Spellcasting.*** The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components * At will nondetection <\/i>(self only) * 1/day each blindness/deafness, blur, disguise self<\/i> ***Stone Camouflage.*** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Poisoned Dart.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Deep Hunter Sea Serpent","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"14 (+2)","CON":"25 (+7)","INT":"7 (-2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful neutral","creature_xp":33000,"creature_cr":21,"languages":"aquan, draconic","skills":"Athletics +15, Perception +8","speed":"0 ft., swim 80 ft.","hit_points":"385 (22d20 + 154)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"STR +15, DEX +10, CON +14","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Amphibious.*** The deep hunter serpent can breathe air and water. ***Coiling Maneuver (Costs 2 Actions).*** The deep hunter sea serpent attempts to grapple a Huge or smaller target. The target must make a DC 23 Strength saving throw or be grappled and restrained. The sea serpent can't use its other legendary actions or its Tail Slap if it's grappling a target. At the beginning of each of the brine serpent's turns, the grappled target takes 30 (4d10 + 8) bludgeoning damage. ***Siege Monster.*** The deep hunter serpent deals double damage to objects and structures. The deep hunter sea serpent can take up to 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 serpent regains spent legendary actions at the start of its turn. ***Tail Attack.*** The deep hunter serpent uses its Tail Slap. ***Unhinge Jaw (Costs 3 Actions).*** The deep hunter uses its bite attack on all creatures of Large size or smaller in a 10-foot cube within 15 feet of the deep hunter. If the attack hits on any of the creatures, it can use its swallow ability.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage plus 22 (4d10) poison damage, and the target is grappled (escape DC 23) and restrained. The deep sea hunter can't make a bit attack while it has a creature grappled with its bite. ***Multiattack.*** A deep hunter serpent attacks once with its tail and either bites or uses its swallow attack. ***Swallow.*** A Large or smaller target grappled by the serpent's bite attack is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the deep hunter serpent, and it takes 42 (12d6) acid damage at the start of each of the deep hunter serpent's turns. If the deep hunter takes 30 damage or more on a single turn from a creature inside it, the serpent must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the serpent. If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. ***Tail Slap.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage and the target is pushed 15 feet away and knocked prone."} {"creature_name":"Deep One","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"10 (+0)","WIS":"8 (-1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, void speech","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"91 (14d8 + 28)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft., passive perception 9","saving_throws":"STR +5, CON +4, CHA +3","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Amphibious.*** A deep one can breathe air or water with equal ease. ***Frenzied Rage.*** On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage. ***Lightless Depths.*** A deep one is immune to the pressure effects of the deep ocean. ***Ocean Change.*** A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.","actions":"***Claws.*** Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."} {"creature_name":"Deep One Archimandrite","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"15 (+2)","CON":"17 (+3)","INT":"12 (+1)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"large","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, void speech","skills":"Arcana +4, Perception +6","speed":"40 ft., swim 40 ft.","hit_points":"153 (18d10 + 54)","armor_class":"15 (natural armor)","senses":"darkvision 240 ft., passive perception 16","saving_throws":"DEX +5, WIS +6, CHA +7","damage_immunities":"","damage_resistances":"cold, thunder","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Amphibious.*** A deep one can breathe air or water with equal ease. ***Frenzied Rage.*** On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack. ***Innate Spellcasting.*** The deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will bless, revivify, sacred flame, shocking grasp, suggestion 3/day each charm person, lightning bolt, sanctuary, shatter 1/day each chain lightning, cone of cold, ice storm ***Legendary Resistance (1/Day).*** If the deep one archimandrite fails a saving throw, it can count it as a success instead. ***Lightless Depths.*** A deep one hybrid priest is immune to the pressure effects of the deep ocean. ***Voice of the Archimandrite.*** With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly.","actions":"***Claw.*** Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** A deep one archimandrite makes one claw attack and 1 unholy trident attack. ***Unholy Trident.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage."} {"creature_name":"Deep One Hybrid Priest","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, void speech","skills":"Athletics +6, Deception +4, Perception +3","speed":"30 ft., swim 30 ft","hit_points":"120 (16d8 + 48)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"CON +5, WIS +3, CHA +4","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Amphibious.*** A deep one priest can breathe air or water with equal ease. ***Frenzied Rage.*** On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage. ***Innate Spellcasting.*** The deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will sacred flame, shocking grasp 3/day each inflict wounds, sanctuary, sleep 1/day each ice storm, shatter ***Lightless Depths.*** A deep one hybrid priest is immune to the pressure effects of the deep ocean. ***Ocean Change.*** A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. ***Voice of the Deeps.*** A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.","actions":"***Claws.*** Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."} {"creature_name":"Deep Rothe","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"13 (2d8+4)","armor_class":"10","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ***Innate Spellcasting.*** The deep rothe's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Deep Scion","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"10 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (shapechanger)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"aquan, common, thieves' cant","skills":"Deception +6, Insight +3, Sleight Of Hand +3, Stealth +3","speed":"30 ft. (20 ft. and swim 40 ft. in hybrid form)","hit_points":"67 (9d8+27)","armor_class":"11","senses":"darkvision 120 ft.","saving_throws":"WIS +3, CHA +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious (Hybrid Form Only).*** The deep scion can breathe air and water. ***Shapechanger.*** The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.","actions":"***Battleaxe (Humanoid Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. ***Bite (Hybrid Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage. ***Claw (Hybrid Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage. ***Multiattack.*** In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. ***Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest).*** The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water."} {"creature_name":"Deer","creature_source":"Monster Manual","STR":"11 (0)","DEX":"16 (+3)","CON":"11 (0)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"50 ft.","hit_points":"4 (1d8)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage."} {"creature_name":"Defender Globe","creature_source":"Tome Of Horrors","STR":"4 (-3)","DEX":"16 (+3)","CON":"12 (+1)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"5 ft., fly 40 ft.","hit_points":"22 (5d6 + 5)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"lightning","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flight.*** The defender globe's ability to fly is magical in nature and does not work in areas where an antimagic effect is active. ***Hyper-Awareness.*** The defender globe cannot be surprised.","actions":"***Electrical Bolt.*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) lightning damage."} {"creature_name":"Degenerate Titan","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"6 (-2)","CON":"20 (+5)","INT":"6 (-2)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"titan","skills":"Intimidation +1, Perception +2","speed":"40 ft.","hit_points":"161 (14d12 + 70)","armor_class":"12 (crude armored coat)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The degenerate titan has advantage on saving throws against spells and other magical effects.","actions":"***Earthstrike (Recharge 4-6).*** The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone. ***Greatclub.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. ***Multiattack.*** The degenerate titan makes two greatclub attacks. ***Rock.*** Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. ***Shout of the Void (Recharge 4-6).*** The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends."} {"creature_name":"Deinonychus","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"15 (+2)","CON":"14 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3","speed":"40 ft.","hit_points":"26 (4d8+8)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pounce.*** If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. ***Multiattack.*** The deinonychus makes three attacks: one with its bite and two with its claws."} {"creature_name":"Demilich","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"20 (+5)","CON":"10 (0)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":20000,"creature_cr":18,"languages":"","skills":"","speed":"0 ft., fly 30 ft. (hover)","hit_points":"80 (20d4)","armor_class":"20 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +6, INT +11, WIS +9, CHA +11","damage_immunities":"necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"bludgeoning, piercing, and slashing from magic weapons","damage_vulnerabilities":"","condition_immunities":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned","abilities":"***Avoidance.*** If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Cloud of Dust.*** The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. ***Energy Drain (Costs 2 Actions).*** Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. ***Flight.*** The demilich flies up to half its flying speed. ***Legendary Resistance (3/Day).*** If the demilich fails a saving throw, it can choose to succeed instead. The demilich 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 demilich regains spent legendary actions at the start of its turn. ***Turn Immunity.*** The demilich is immune to effects that turn undead. ***Vile Curse (Costs 3 Actions).*** The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.","actions":"***Howl (Recharge 5-6).*** The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. ***Life Drain.*** The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets."} {"creature_name":"Demogorgon","creature_source":"Mordenkainens Tome Of Foes","STR":"29 (+9)","DEX":"14 (+2)","CON":"26 (+8)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"25 (+7)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":90000,"creature_cr":26,"languages":"all, telepathy 120 ft.","skills":"Insight +11, Perception +19","speed":"50 ft., swim 50 ft.","hit_points":"406 (28d12 +224)","armor_class":"22 (natural armor)","senses":"truesight 120 ft., passive perception 29","saving_throws":"DEX +10, CON +16, WIS +11, CHA +15","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"Demogorgon can take 2 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. Demogorgon regains spent legendary actions at the start of his turn. ***Innate Spellcasting.*** Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components * At will detect magic, major image<\/i> * 3/day each dispel magic, fear, telekinesis<\/i> * 1/day each feeblemind, project image<\/i> ***Legendary Resistance (3/Day).*** If Demogorgon fails a saving throw, he can choose to succeed instead. ***Maddening Gaze*** Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect. ***Magic Resistance.*** Demogorgon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Demogorgon's weapon attacks are magical. ***Tail*** Melee Weapon Attack +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. ***Two Heads.*** Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.","actions":"***Gaze*** Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: 1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. 2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. 3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. ***Multiattack*** Demogorgon makes two tentacle attacks. ***Tentacle*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."} {"creature_name":"Demon Spider","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"17 (+3)","CON":"16 (+3)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"3 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Stealth +6","speed":"30 ft., climb 30 ft.","hit_points":"102 (12d10 + 36)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, lightning","damage_vulnerabilities":"fire","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The spider has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The spider's weapon attacks are magical. ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ***Multiattack.*** The spider can make one bite attack and two puncture attacks with its legs. ***Puncture.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage."} {"creature_name":"Demonic Knight","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"13 (+1)","CON":"18 (+4)","INT":"17 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"abyssal, common","skills":"Arcana +6, Athletics +8, Perception +7, Stealth +4","speed":"30 ft.","hit_points":"85 (10d8 + 40)","armor_class":"17 (half plate)","senses":"truesight 60 ft., passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Innate Spellcasting.*** The demonic knight's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components * At will detect magic, wall of ice<\/i> * 2/day dispel magic<\/i> * 1/day each bestow curse, fireball<\/i> ***Magic Weapon.*** The demonic knight's weapon attacks are considered magical for the purposes of damage resistance.","actions":"***Breath of Unlife (Recharge 5-6).*** The demonic knight releases a 10- foot cone of necrotic breath. Creatures in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 28 (8d6) necrotic damage. If a humanoid creature is slain by this damage, it rises as a shadow demon under the command of the demonic knight that created it. The new shadow demon remains enslaved to the demonic knight until the knight's death and cannot summon demons of its own. A demonic knight can only have two such shadow demons under its command. ***Longsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. ***Mailed Fist.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. ***Multiattack.*** The demonic knight makes two longsword attacks, or one one-handed longsword attack and one mailed fist attack. ***Summon Demon (1/day).*** A demonic knight has a 50 percent chance of summoning 1d4 shadow demons, 2 hezrous, 1 glabrezu, 1 vrock, or 1 marilith. The summoned demon appears in an unoccupied space within 60 feet. It cannot summon further demons and remains only for 1 minute before vanishing. It disappears early if it or the demonic knight is slain."} {"creature_name":"Demonic Mist","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"18 (+4)","CON":"18 (+4)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +3, Stealth +6","speed":"fly 50 ft.","hit_points":"85 (10d8 + 40)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +6, CON +6","damage_immunities":"poison","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Incorporeal Movement.*** The demonic mist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** A demonic mist's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks), and requires no material components for the following spells * At will detect magic<\/i> * 3/day each ray of enfeeblement, vampiric touch<\/i> * 1/day each confusion, fear<\/i> ***Vulnerability to Wind.*** The demonic mist has disadvantage on saving throws against wind and wind-like effects (gust of wind, etc.).","actions":"***Demonic Touch.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) necrotic damage. ***Psychic Crush (Recharge 5-6).*** The demonic mist attempts to crush the mind of a single creature it can see within 30 feet. The target must make a successful DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened for 1 minute."} {"creature_name":"Derghodemon (Cockroach Demon)","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"16 (+3)","CON":"21 (+5)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, telepathy 120 ft.","skills":"Intimidation +7, Perception +6, Stealth +7","speed":"40 ft.","hit_points":"147 (14d10 + 70)","armor_class":"18 (natural armor)","senses":"truesight 120 ft., passive perception 20","saving_throws":"DEX +7, CON +9, WIS +6, CHA +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will darkness, fear, detect magic<\/i> * 1/day each confusion, sleep<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical. ***Rend and Tear.*** The demon has advantage on all melee weapon attacks against a creature it is grappling.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the demon can bite only the grappled creature and has advantage on attack rolls to do so. ***Claws.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Derro","creature_source":"Mordenkainens Tome Of Foes","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"5 (-2)","CHA":"9 (0)","creature_size":"small","creature_type":"humanoid (derro)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"dwarvish, undercommon","skills":"Stealth +4","speed":"30 ft.","hit_points":"13 (3d6 + 3)","armor_class":"13 (leather armor)","senses":"darkvision 120 ft., passive perception 7","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The derro has advantage on saving throws against spells and other magical effects. ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hooked Spear*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. ***Light Crossbow*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Derro Fetal Savant","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"1 (-5)","CON":"6 (-2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"20 (+5)","creature_size":"tiny","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +3","speed":"5 ft. (0 in cage)","hit_points":"2 (4d4 - 8)","armor_class":"15 (cage)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"WIS +3, CHA +7","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Enchanted Cage.*** The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed. ***Madness.*** A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma. ***Vulnerability to Sunlight.*** A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun.","actions":"***Babble.*** The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange. ***Soul Exchange.*** As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless."} {"creature_name":"Derro Savant","creature_source":"Out Of The Abyss","STR":"9 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"5 (-3)","CHA":"14 (+2)","creature_size":"small","creature_type":"humanoid (derro)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"dwarvish, undercommon","skills":"Stealth +4","speed":"30 ft.","hit_points":"49 (11d6+11)","armor_class":"13 (leather armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Insanity.*** The derro has advantage on saving throws against being charmed or frightened. ***Magic Resistance.*** The derro has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells * Cantrips (at will) acid splash, light, mage hand, message, ray of frost<\/i> * 1st level (4 slots) burning hands, chromatic orb, sleep<\/i> * 2nd level (3 slots) invisibility, spider climb<\/i> * 3rd level (2 slots) blink, lightning bolt<\/i> ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hooked Shortspear.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone. ***Light Repeating Crossbow.*** Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage."} {"creature_name":"Derro Shadow Antipaladin","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"18 (+4)","CON":"18 (+4)","INT":"11 (+0)","WIS":"5 (-3)","CHA":"14 (+2)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"derro, undercommon","skills":"Perception +0, Stealth +7","speed":"30 ft.","hit_points":"82 (11d6 + 44)","armor_class":"18 (breastplate and shield)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"STR +3, WIS +0, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Evasive.*** Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one. ***Insanity.*** The derro has advantage on saving throws against being charmed or frightened. ***Magic Resistance.*** The derro has advantage on saving throws against spells and other magical effects. ***Shadowstrike.*** The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list). ***Spellcasting.*** The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared 1st level (4 slots) hellish rebuke, inflict wounds, shield of faith, wrathful smite 2nd level (2 slots) aid, crown of madness, darkness, magic weapon ***Sunlight Sensitivity.*** While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. ***Infectious Insanity (Recharge 5-6).*** The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. ***Multiattack.*** The derro makes two scimitar attacks or two heavy crossbow attacks. ***Scimitar.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage."} {"creature_name":"Desert Giant","creature_source":"Tome Of Beasts","STR":"27 (+8)","DEX":"10 (+0)","CON":"22 (+6)","INT":"13 (+1)","WIS":"18 (+4)","CHA":"15 (+2)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"common, giant","skills":"Perception +8, Stealth +4, Survival +8","speed":"40 ft.","hit_points":"175 (14d12 + 84)","armor_class":"17 (natural armor)","senses":", passive perception 18","saving_throws":"STR + 12, CON +10, CHA +6","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Sand Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. ***Wasteland Stride.*** The giant ignores difficult terrain caused by sand, gravel, or rocks.","actions":"***Falchion.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage. ***Multiattack.*** The giant makes two falchion attacks. ***Rock.*** Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage."} {"creature_name":"Deva","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":5900,"creature_cr":10,"languages":"all, telepathy 120 ft.","skills":"Insight +9, Perception +9","speed":"30 ft., fly 90 ft.","hit_points":"136 (16d8+64)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"WIS +9, CHA +9","damage_immunities":"","damage_resistances":"radiant, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Angelic Weapons.*** 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). ***Innate Spellcasting.*** The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components * At will detect evil and good<\/i> * 1/day each commune, raise dead<\/i> ***Magic Resistance.*** The deva has advantage on saving throws against spells and other magical effects.","actions":"***Change Shape.*** The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. ***Healing Touch (3/Day).*** The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. ***Mace.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. ***Multiattack.*** The deva makes two melee attacks."} {"creature_name":"Devil Dog","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"17 (+3)","CON":"15 (+2)","INT":"11 (+0)","WIS":"17 (+3)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"infernal, telepathy 120 ft.","skills":"Insight +9, Perception +9, Stealth +6, Survival +9","speed":"50 ft., climb 30 ft.","hit_points":"67 (9d10 + 18)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"CON +5, WIS +6, CHA +5","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Keen Smell.*** The devil dog has advantage on Wisdom (Perception) checks that rely on smell. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Scent of Prey.*** The devil dog knows the exact location of any soul whose true name it knows, as long as that soul resides in a vessel or body within 1 mile. If the soul is beyond that distance, it knows the direction the soul lies in. If the soul is on a different plane of existence, it knows the plane that the soul resides on.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."} {"creature_name":"Devilbound Gnomish Prince","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"15 (+2)","INT":"16 (+3)","WIS":"12 (+1)","CHA":"22 (+6)","creature_size":"small","creature_type":"humanoid","creature_alignment":"any evil","creature_xp":5000,"creature_cr":9,"languages":"common, infernal, gnomish","skills":"Arcana +7, Deception +10, History +7, Persuasion +10","speed":"25 ft.","hit_points":"104 (19d6 + 38)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"CON +6, INT +7, CHA +10","damage_immunities":"","damage_resistances":"cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Banishing Word (1/Day).*** When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage. ***Infernal Blessing.*** The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points. ***Infernal Tie.*** The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence. ***Innate Spellcasting.*** The devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components At will detect magic, false life, mage armor 1/rest each create undead, forcecage, power word stun ***Magic Resistance.*** The devilbound gnomish prince has advantage on all saving throws against spells and magical effects. ***Spellcasting.*** The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared Cantrips (at will) chill touch, eldritch blast, minor illusion, prestidigitation 5th level (3 slots) banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Devourer","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"12 (+1)","CON":"20 (+5)","INT":"13 (+1)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"30 ft.","hit_points":"178 (17d10+85)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","actions":"***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage. ***Imprison Soul.*** The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. ***Multiattack.*** The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. ***Soul Rend (Recharge 6).*** The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area."} {"creature_name":"Devouring Mist","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"19 (+4)","CON":"13 (+1)","INT":"8 (-1)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":5900,"creature_cr":10,"languages":"--","skills":"Perception +7, Stealth +8","speed":"0 ft., fly 40 ft. (hover)","hit_points":"123 (19d10 + 19)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Blood Sense.*** The devouring mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet. ***Mist Form.*** The devouring mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. The mist moves through water as if it were difficult terrain. The mist can't use objects in any way that requires hands; it can apply simple force only. ***Sunlight Hypersensitivity.*** The devouring mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks","actions":"***Blood Drain.*** One creature other than a construct or undead that is in the devouring mist's space must make a DC 16 Constitution saving throw. On a failed save, the target takes 28 (8d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. In addition, the mist regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the mist's control, unless the humanoid is restored to life or its body is destroyed. The mist can have no more than twelve zombies under its control at one time."} {"creature_name":"Dhergoloth","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"10 (0)","CON":"19 (+4)","INT":"7 (-1)","WIS":"10 (0)","CHA":"9 (0)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"","speed":"30 ft.","hit_points":"119 (14d8 +56)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 10","saving_throws":"STR +6","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components * At will darkness, fear<\/i> * 3/day sleep<\/i> ***Magic Resistance.*** The dhergoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The dhergoloth's weapon attacks are magical.","actions":"***Claw*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Flailing Claws (Recharge 5-6)*** The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. ***Multiattack*** The dhergoloth makes two claw attacks. ***Teleport*** The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."} {"creature_name":"Dimetrodon","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"10 (0)","CON":"15 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +2","speed":"30 ft., swim 20 ft.","hit_points":"19 (3d8+6)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Source.*** Volo's Guide to Monsters, p. 139","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage."} {"creature_name":"Diminutive Fire Crab","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"small","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands ignan but can't speak","skills":"","speed":"20 ft., swim 20 ft.","hit_points":"22 (4d6 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed","abilities":"***Heated Body.*** A creature that touches the fire crab or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage. ***Multiattack.*** The diminutive fire crab makes two claw attacks."} {"creature_name":"Dipsa","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"17 (+3)","CON":"14 (+2)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"tiny","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"Stealth +7","speed":"20 ft., climb 20 ft., swim 20 ft.","hit_points":"27 (6d4 + 12)","armor_class":"15","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The dipsa can move through a space as narrow as 1 inch wide without squeezing. ***Discreet Bite.*** The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it. ***Swamp Stealth.*** The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain. ***Translucent.*** The dipsa can take the Hide action as a bonus action on each of its turns.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic."} {"creature_name":"Dire Troll","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"15 (+2)","CON":"21 (+5)","INT":"9 (0)","WIS":"11 (0)","CHA":"5 (-2)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"giant","skills":"Perception +5","speed":"40 ft.","hit_points":"172 (15d12 + 75)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"WIS +5, CHA +2","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"frightened, poisoned","abilities":"***Keen Senses.*** The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. ***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.","actions":"***Bite*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. ***Claws*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. ***Multiattack*** The troll makes five attacks: one with its bite and four with its claws. ***Whirlwind of Claws (Recharge 5-6)*** Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Dire Wolf","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"15 (+2)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3, Stealth +4","speed":"50 ft.","hit_points":"37 (5d10+10)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."} {"creature_name":"Displacer Beast","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"40 ft.","hit_points":"85 (10d10+30)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Avoidance.*** If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . ***Displacement.*** The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.","actions":"***Multiattack.*** The displacer beast makes two attacks with its tentacles. ***Tentacle.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage."} {"creature_name":"Dissimortuum","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"10 (+0)","CON":"16 (+3)","INT":"8 (-1)","WIS":"11 (+0)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"CON +6","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Spider Climb.*** The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage. ***Multiattack.*** The dissimortuum makes three claw attacks. ***Terrifying Mask.*** Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours."} {"creature_name":"Diviner","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"18 (+4)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":3900,"creature_cr":8,"languages":"any four languages","skills":"Arcana +7, History +7","speed":"30 ft.","hit_points":"67 (15d8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +7, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher).*** When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. ***Spellcasting.*** The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared * Cantrips (at will) fire bolt, light, mage hand, message, true strike<\/i> * 1st level (4 slots) detect magic\\*, feather fall, mage armor<\/i> * 2nd level (3 slots) detect thoughts\\*, locate object\\*, scorching ray<\/i> * 3rd level (3 slots) clairvoyance\\*, fly, fireball<\/i> * 4th level (3 slots) arcane eye\\*, ice storm, stoneskin<\/i> * 5th level (2 slots) Rary's telepathic bond\\*, seeming\\* <\/i> * 6th level (1 slot) mass suggestion, true seeing\\* <\/i> * 7th level (1 slot) delayed blast fireball, teleport<\/i> * 8th level (1 slot) maze<\/i> *Divination spell of 1st level or higher","actions":"***Quarterstaff.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Djinni","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"15 (+2)","CON":"22 (+6)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic good","creature_xp":7200,"creature_cr":11,"languages":"auran","skills":"","speed":"30 ft., fly 90 ft.","hit_points":"161 (14d10+84)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +6, WIS +7, CHA +9","damage_immunities":"lightning, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. ***Elemental Demise.*** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. ***Innate Spellcasting.*** The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will detect evil and good, detect magic, thunderwave<\/i> * 3/day each create food and water <\/i>(can create wine instead of water), tongues, wind walk<\/i> * 1/day each conjure elemental <\/i>(air elemental only), creation, gaseous form, invisibility, major image, plane shift<\/i> ***Variant Genie Powers.*** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. ***Wishes.*** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.","actions":"***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. ***Multiattack.*** The djinni makes three scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice)."} {"creature_name":"Dogmole","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"17 (+3)","CON":"15 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"beast","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft., burrow 10 ft., swim 10 ft.","hit_points":"71 (11d8 + 22)","armor_class":"14 (natural armor)","senses":"blindsight 30 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burrow.*** Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter. ***Wormkiller Rage.*** Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage. ***Multiattack.*** The dogmole makes one claw attack and one bite attack."} {"creature_name":"Dogmole Juggernaut","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft., burrow 10 ft., swim 10 ft.","hit_points":"126 (12d10 + 60)","armor_class":"15 (chain armor)","senses":"blindsight 30 ft., passive perception 10","saving_throws":"CON +11","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burrow.*** Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter. ***Ferocity (1/Day).*** When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn. ***Powerful Build.*** A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast. ***Wormkiller Rage.*** Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. ***Multiattack.*** The dogmole juggernaut makes one claw attack and one bite attack."} {"creature_name":"Dolphin","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"Perception +3","speed":"0 ft., swim 60 ft.","hit_points":"11 (2d8+2)","armor_class":"12 (natural armor)","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. ***Hold Breath.*** The dolphin can hold its breath for 20 minutes.","actions":"***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage."} {"creature_name":"Domovoi","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"13 (+1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":1100,"creature_cr":4,"languages":"common, dwarvish, elvish","skills":"Intimidation +5, Perception +2","speed":"30 ft.","hit_points":"93 (11d8 + 44)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"acid, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components At will alter self, invisibility 3/day each darkness, dimension door, haste","actions":"***Multiattack.*** The domovoi makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Doombat","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"18 (+4)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3","speed":"10 ft., fly 50 ft.","hit_points":"59 (7d10 + 21)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Yip.*** Doombats constantly yip while in combat, and the noise interferes with the concentration of those attempting to cast spells. All creatures within a 30-foot radius that are maintaining concentration on a spell when the doombat yips must succeed on a DC 10 Constitution saving throw or lose concentration on that spell.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Multiattack.*** The doombat makes one bite attack and one tail attack. ***Shriek (Recharge 5-6).*** The doombat emits a piercing shriek. All creatures within a 60-foot radius must succeed on a DC 13 Wisdom saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."} {"creature_name":"Doppelganger","creature_source":"Monster Manual","STR":"11 (0)","DEX":"18 (+4)","CON":"14 (+2)","INT":"11 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"monstrosity (shapechanger)","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Deception +6, Insight +3","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"14","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"charmed","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ambusher.*** In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised ***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","actions":"***Multiattack.*** The doppelganger makes two melee attacks. ***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage."} {"creature_name":"Doppelrat","creature_source":"Tome Of Beasts","STR":"2 (-4)","DEX":"17 (+3)","CON":"14 (+2)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Stealth +5","speed":"15 ft., climb 15 ft., swim 15 ft.","hit_points":"22 (5d4 + 10)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The doppelrat has advantage on Wisdom (Perception) checks that rely on smell. ***Running Doppelrats.*** The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4.","actions":"***Arcane Doubling (recharges after 10 minutes).*** A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check. ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ***Doppeling Disease.*** At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner."} {"creature_name":"Dorreq","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"19 (+4)","CON":"13 (+1)","INT":"11 (+0)","WIS":"8 (-1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"void speech","skills":"Intimidate +2, Perception +3, Stealth +8","speed":"20 ft., climb 15 ft.","hit_points":"93 (17d8 + 17)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +6","damage_immunities":"","damage_resistances":"acid, cold, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. ***Entanglement.*** Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area. ***Multiattack.*** The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14). ***Tentacle.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time."} {"creature_name":"Draegloth","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"15 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, elvish, undercommon","skills":"Perception +3, Stealth +5","speed":"30 ft.","hit_points":"123 (13d10+52)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Fey Ancestry.*** The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components * At will darkness<\/i> * 1/day each confusion, dancing lights, faerie fire<\/i>","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage. ***Multiattack.*** The draegloth makes three attacks: one with its bite and two with its claws."} {"creature_name":"Draft Horse","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"10 (0)","CON":"12 (+1)","INT":"2 (-4)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"40 ft.","hit_points":"19 (3d10+3)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage."} {"creature_name":"Dragon Crab","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"13 (+1)","CON":"25 (+7)","INT":"17 (+3)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":15000,"creature_cr":16,"languages":"common and any four others","skills":"Deception +5, Nature +8, Perception +8, Stealth +6, Survival +8","speed":"40 ft., swim 50 ft.","hit_points":"210 (12d20 + 84)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"CON +12, WIS +8, CHA +5","damage_immunities":"piercing and slashing from nonmagical weapons","damage_resistances":"bludgeoning from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"The dragon crab 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 crab regains spent legendary actions at the start of its turn. ***Detect.*** The dragon crab makes a Wisdom (Perception) check. ***Eldritch Tides.*** Surface waters in a 4-mile radius above the dragon crab's lairs are prone to strange currents, unpredictable winds, and even some whirlpools. The dragon crab has no control over these and they cannot be used to its direct tactical advantage, but they increase the difficulty of seagoing navigation by 5 for any vessels or swimming creatures that attempt to traverse them. Local sea life has adapted to these strange currents; anything born within the 4-mile radius of the effect suffers no penalties in navigating it. ***Gleam.*** The dragon crab reflects light into the eyes of one target it can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or be blinded until the end of the dragon crab's next turn. ***Legendary Resistance (3/day).*** If the dragon crab fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The dragon crab has advantage on saving throws against spells and other magical effects. ***Pincer (Costs 2 Actions).*** The dragon crab performs two pincer attacks or uses Crush on up to two creatures it already has grappled. Cast a Spell (Costs 3 Actions). The dragon crab casts a spell from its list of prepared spells, using a spell slot as normal. On Initiative count 20 (losing initiative ties), the dragon crab can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row ***Pooling Shadow.*** Magical darkness spreads from a chosen point within 60 feet of the dragon crab, filling a 15-foot radius sphere until the dragon crab dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. ***Riptide.*** Pools of water within 120 feet of the dragon crab that it can see surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. ***Spellcasting.*** The dragon crab is a 12th level spellcaster. Its casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon crab can cast the following spells * Cantrips (at will) druidcraft, guidance, poison spray, resistance<\/i> * 1st level (4 slots) detect magic, entangle, speak with animals, thunderwave<\/i> * 2nd level (3 slots) heat metal, hold person, spike growth<\/i> * 3rd level (3 slots) cure wounds, dispel magic, protection from energy<\/i> * 4th level (3 slots) blight, confusion, hallucinatory terrain<\/i> * 5th level (2 slots) conjure elemental, contagion<\/i> * 6th level (1 slot) wall of thorns<\/i> ***Subservient Seas.*** The dragon crab can influence the behavior of aquatic creatures within 6 miles of the lair that have an intelligence score of 3 or lower, charming them, usually to lure them into the lair as food although they can be directed to swarm and attack creatures. If the dragon crab unbalances the local ecosystem through use of this power, the ability ceases to function for 1d20 months, until balance is restored. Most dragon crabs use this ability very sparingly. ***Treacherous Hoards.*** A heap of the dragon crab's treasure hoard collapses over one target within 120 feet that the dragon crab can see. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. The creature can take an action to make a DC 15 Strength check, ending the buried state on a success. The region containing a dragon crab's lair is warped by the creature's cursed presence, creating the following magical effects","actions":"***Crush.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the dragon crab. Hit: 16 (2d10 + 5) bludgeoning damage. ***Kick.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ***Multiattack.*** The dragon crab makes six attacks: two with its pincers and four with its legs. It can use Crush instead of a pincer attack. ***Pincer.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). The dragon crab has two pincers, each of which can grapple only one target."} {"creature_name":"Dragon Eel","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"12 (+1)","CON":"20 (+5)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"huge","creature_type":"dragon","creature_alignment":"neutral","creature_xp":8400,"creature_cr":12,"languages":"common, draconic, primordial","skills":"Acrobatics +5, Athletics +12, Insight +5, Perception +6","speed":"20 ft., swim 60 ft.","hit_points":"230 (20d12 + 100)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"STR +12, DEX +5, INT +6, WIS +5, CHA +6","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, prone","abilities":"***Limited Amphibiousness.*** The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation. ***Shocking Touch.*** A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage. ***Storm Glide.*** During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds. ***Lightning Breath (Recharge 6).*** The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw. ***Multiattack.*** The dragon eel makes one bite attack and one tail slap attack. ***Tail Slap.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away."} {"creature_name":"Dragon Turtle","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"10 (0)","CON":"20 (+5)","INT":"10 (0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"aquan, draconic","skills":"","speed":"20 ft., swim 40 ft.","hit_points":"341 (22d20+110)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +6, CON +11, WIS +7","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon turtle can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. ***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. ***Steam Breath (Recharge 5-6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone."} {"creature_name":"Dragonbait","creature_source":"Tomb Of Annihilation","STR":"15 (+2)","DEX":"13 (+1)","CON":"17 (+3)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (saurial)","creature_alignment":"lawful good","creature_xp":1800,"creature_cr":5,"languages":"understands common but can't speak","skills":"Athletics +5, Medicine +6","speed":"30 ft.","hit_points":"120 (16d8 +48)","armor_class":"17 (breastplate, shield)","senses":"passive perception 13","saving_throws":"WIS +6, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Divine Health.*** Dragonbait is immune to disease. ***Magic Resistan ce Aura.*** While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active , Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.","actions":"***Holy Avenger (+3 Longsword).*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (ld8 +5) slashing damage, or 10 (ldlO +5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage. ***Multiattack.*** Dragonbait makes two melee weapon attacks. ***Sense Alignment.*** Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or ot her magical effect."} {"creature_name":"Dragonclaw","creature_source":"Tyranny Of Dragons","STR":"9 (-1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Deception +3, Stealth +5","speed":"30 ft.","hit_points":"16 (3d8+3)","armor_class":"14 (leather armor)","senses":"","saving_throws":"WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dragon Fanatic.*** The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. ***Fanatic Advantage.*** Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage. ***Pack Tactics.*** The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Multiattack.*** The dragonclaw attacks twice with its scimitar. ***Scimitar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Dragonfang","creature_source":"Tyranny Of Dragons","STR":"11 (0)","DEX":"16 (+3)","CON":"14 (+2)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, draconic, infernal","skills":"Deception +4, Stealth +5","speed":"30 ft.","hit_points":"78 (12d8+24)","armor_class":"15 (studded leather)","senses":"","saving_throws":"WIS +3","damage_immunities":"","damage_resistances":"one of the following: acid, cold, fire, lightning or poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dragon Fanatic.*** The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. ***Fanatic Advantage.*** Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. ***Limited Flight.*** The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.","actions":"***Multiattack.*** The Dragonfang attacks twice with its shortsword. ***Orb of Dragon's Breath (2/Day).*** Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has resistance."} {"creature_name":"Dragonleaf Tree","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"10 (+0)","CON":"19 (+4)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"can understand the language of its creator or designated master","skills":"","speed":"5 ft.","hit_points":"152 (16d10 + 64)","armor_class":"16 (natural armor)","senses":"blindsight 120 ft., passive perception 11","saving_throws":"","damage_immunities":"a dragonleaf tree enjoys the same immunities as its progenitor. black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","abilities":"***Loyal to Dragon Master.*** A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters. ***Weaknesses.*** Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire.","actions":"***Breath Weapon (Recharge 6).*** dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold. ***Leaves.*** Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage."} {"creature_name":"Dragonsoul","creature_source":"Tyranny Of Dragons","STR":"11 (0)","DEX":"18 (+4)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, draconic, infernal","skills":"Deception +6, Stealth +7","speed":"30 ft.","hit_points":"110 (17d8+34)","armor_class":"16 (studded leather)","senses":"","saving_throws":"WIS +4","damage_immunities":"","damage_resistances":"one of the following: acid, cold, fire, lightning or poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dragon Fanatic.*** The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. ***Fanatic Advantage.*** Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. ***Limited Flight.*** The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. ***Pack Tactics.*** The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Multiattack.*** The Dragonsoul attacks twice with its shortsword. ***Orb of Dragon's Breath (3/Day).*** Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has resistance."} {"creature_name":"Dragonwing","creature_source":"Tyranny Of Dragons","STR":"11 (0)","DEX":"16 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, draconic","skills":"Deception +3, Stealth +5","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"14 (leather armor)","senses":"","saving_throws":"WIS +2","damage_immunities":"","damage_resistances":"one of the following: acid, cold, fire, lightning, or poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dragon Fanatic.*** The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. ***Fanatic Advantage.*** Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. ***Limited Flight.*** The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. ***Pack Tactics.*** The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Multiattack.*** The dragonwing attacks twice with its scimitar. ***Scimitar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance."} {"creature_name":"Drakon","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"19 (+4)","CON":"15 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +4, Stealth +7","speed":"30 ft., fly 60 ft., swim 40 ft.","hit_points":"105 (14d10 + 28)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"paralyzed","abilities":"***Dissolving Gaze.*** When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.","actions":"***Acid Breath (Recharge 5-6).*** The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage. ***Multiattack.*** The drakon makes one bite attack and one tail attack. ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."} {"creature_name":"Dralmorrer Borngray","creature_source":"Tyranny Of Dragons","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"16 (+3)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (high elf)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, bullywug, draconic, elvish, goblin, sylvan","skills":"Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5","speed":"30 ft.","hit_points":"52 (7d10+14)","armor_class":"16 (studded leather, shield)","senses":"darkvision 60 ft.","saving_throws":"STR +6, CON +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep. ***Spellcasting.*** Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list * Cantrips (at will) fire bolt, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) longstrider, magic missile, shield, thunderwave<\/i> * 2nd level (2 slots) magic weapon, misty step<\/i> ***War Magic.*** When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack. ***Weapon Bond.*** Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Multiattack.*** Dralmorrer attacks twice, either with his longsword or dagger."} {"creature_name":"Drannin Splithelm","creature_source":"Elemental Evil","STR":"19 (+4)","DEX":"10 (0)","CON":"18 (+4)","INT":"11 (0)","WIS":"8 (-1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (shield dwarf)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, dwarvish","skills":"Athletics +7, Intimidation +4","speed":"25 ft.","hit_points":"93 (11d8+44)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"cold, poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Action Surge (Recharges after a Short or Long Rest).*** Drannin takes an additional action on his turn. ***Brute.*** A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack). ***Dwarven Resilience.*** Drannin has advantage on saving throws against poison. ***Indomitable (Recharges after a Short or Long Rest).*** Drannin can reroll a saving throw that he fails. He must use the new roll. ***Second Wind (Recharges after a Short or Long Rest).*** Drannin can use a bonus action to regain 16 (1d10 + 11) hit points. ***Special Equipment.*** Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.","actions":"***Greataxe.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. ***Multiattack.*** Drannin makes three attacks with his greataxe."} {"creature_name":"Dread Warrior","creature_source":"Tales From The Yawning Portal","STR":"15 (+2)","DEX":"11 (0)","CON":"16 (+3)","INT":"10 (0)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Athletics +4, Perception +3","speed":"30 ft.","hit_points":"37 (5d8+15)","armor_class":"18 (chain mail, shield)","senses":"darkvision 60 ft.","saving_throws":"WIS +3","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Source.*** tales from the yawning portal, page 233 ***Undead Fortitude.*** If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken , unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to 1 hit point instead. ***Undead Nature.*** A dread warrior doesn't require air, food, drink, or sleep.","actions":"***Battleaxe.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands. ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Multiattack.*** The dread warrior makes two melee attacks."} {"creature_name":"Dream Eater","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"18 (+4)","CON":"17 (+3)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"celestial, common, draconic, infernal, telepathy 100 ft.","skills":"Deception +8, Insight +4, Persuasion +8","speed":"30 ft., fly 20 ft.","hit_points":"75 (10d8 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components At will command 3/day suggestion ***Shapechanger.*** The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12). ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage. ***Dream Eater's Caress.*** A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points. ***Lotus Scent (Recharge 6).*** The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours. ***Multiattack.*** The dream eater makes one bite attack and one claw attack. ***Waking Dreams (1/Day).*** Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save."} {"creature_name":"Dretch","creature_source":"Monster Manual","STR":"11 (0)","DEX":"11 (0)","CON":"12 (+1)","INT":"5 (-3)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"small","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"abyssal, telepathy 60 ft. (works only with creatures that understand abyssal)","skills":"","speed":"20 ft.","hit_points":"18 (4d6+4)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. ***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. ***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. ***Multiattack.*** The dretch makes two attacks: one with its bite and one with its claws."} {"creature_name":"Drider","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"16 (+3)","CON":"18 (+4)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"elvish, undercommon","skills":"Perception +5, Stealth +9","speed":"30 ft., climb 30 ft.","hit_points":"123 (13d10+52)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. ***Innate Spellcasting.*** The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire<\/i> ***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Walker.*** The drider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. ***Longbow.*** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack."} {"creature_name":"Drider Spellcaster","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"16 (+3)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"elvish, undercommon","skills":"Perception +5, Stealth +9","speed":"30 ft., climb 30 ft.","hit_points":"123 (13d10+52)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. ***Innate Spellcasting.*** The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire<\/i> ***Spellcasting.*** The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list * Cantrips (at will) poison spray, thaumaturgy<\/i> * 1st level (4 slots) bane, detect magic, sanctuary<\/i> * 2nd level (3 slots) hold person, silence<\/i> * 3rd level (3 slots) clairvoyance, dispel magic<\/i> * 4th level (2 slots) divination,freedom of movement<\/i> ***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Walker.*** The drider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. ***Longbow.*** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack."} {"creature_name":"Droki","creature_source":"Out Of The Abyss","STR":"11 (0)","DEX":"16 (+3)","CON":"13 (+1)","INT":"10 (0)","WIS":"5 (-3)","CHA":"16 (+3)","creature_size":"small","creature_type":"humanoid (derro)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"Stealth +5","speed":"30 ft. (60 ft. with boots of speed)","hit_points":"31 (7d6+7)","armor_class":"15 (studded leather)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components * At will minor illusion<\/i> * 1/day each darkness, fear, shatter<\/i> ***Insanity.*** Droki has advantage on saving throws against being charmed or frightened. ***Magic Resistance.*** The derro has advantage on saving throws against spells and other magical effects. ***Parry.*** Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon. ***Sneak Attack (1/Turn).*** Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage ont he attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll. ***Special Equipment.*** Droki wears boots of speed ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Multiattack.*** Droki makes two attacks with his shortsword ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Drow","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"11 (0)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"elvish, undercommon","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"13 (3d8)","armor_class":"15 (chain shirt)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Drow Arachnomancer","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"17 (+3)","CON":"14 (+2)","INT":"19 (+4)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"elvish, undercommon, can speak with spiders","skills":"Arcana +9, Nature +9, Perception +7, Stealth +8","speed":"30 ft., climb 30 ft.","hit_points":"162 (25d8 + 50)","armor_class":"15 (studded leather)","senses":"blindsight 10 ft., darkvision 120 ft., passive perception 17","saving_throws":"CON +7, INT +9, CHA +8","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Change Shape (Recharges after a Short or Long Rest).*** The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire, levitate <\/i>(self only) ***Spellcasting.*** The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) chill touch, eldritch blast, mage hand, poison spray<\/i> * 5th level (3 slots) conjure animals <\/i>(spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt<\/i> * 6th Level (1 slot) eyebite<\/i> - Can only be cast 1/day * 7th Level (1 slot) etherealness<\/i> - Can only be cast 1/day * 8th Level (1 slot) dominate monster<\/i> - Can only be cast 1/day ***Spider Climb.*** The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Walker.*** The drow ignores movement restrictions caused by webbing.","actions":"***Bite (Giant Spider Form Only)*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ***Multiattack*** The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. ***Poisonous Touch (Humanoid Form Only)*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. ***Web (Giant Spider Form Only Recharge 5-6)*** Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."} {"creature_name":"Drow Elite Warrior","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"18 (+4)","CON":"14 (+2)","INT":"11 (0)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"elvish, undercommon","skills":"Perception +4, Stealth +10","speed":"30 ft.","hit_points":"71 (11d8+22)","armor_class":"18 (studded leather, shield)","senses":"darkvision 120 ft.","saving_throws":"DEX +7, CON +5, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire, levitate <\/i>(self only) ***Parry.*** The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. ***Multiattack.*** The drow makes two shortsword attacks. ***Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage."} {"creature_name":"Drow Favored Consort","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"20 (+5)","CON":"16 (+3)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":20000,"creature_cr":18,"languages":"elvish, undercommon","skills":"Acrobatics +11, Athletics +8, Perception +8, Stealth +11","speed":"30 ft.","hit_points":"225 (30d8 + 90)","armor_class":"15 (18 with mage armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"DEX +11, CON +9, CHA +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire, levitate <\/i>(self only) ***Spellcasting.*** The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared * Cantrips (at will) mage hand, message, poison spray, shocking grasp, ray of frost<\/i> * 1st level (4 slots) burning hands, mage armor, magic missile, shield<\/i> * 2nd level (3 slots) gust of wind, invisibility, misty step, shatter<\/i> * 3rd level (3 slots) counterspell, fireball, haste<\/i> * 4th level (3 slots) dimension door, Otiluke's resilient sphere<\/i> * 5th level (2 slots) cone of cold<\/i> * 6th level (1 slot) chain lightning<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***War Magic.*** When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.","actions":"***Hand Crossbow*** Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ***Multiattack*** The drow makes three scimitar attacks. ***Scimitar*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn."} {"creature_name":"Drow House Captain","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"19 (+4)","CON":"15 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"elvish, undercommon","skills":"Perception +6, Stealth +8","speed":"30 ft.","hit_points":"162 (25d8 + 50)","armor_class":"16 (chain mail)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX +8, CON +6, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Battle Command.*** As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire , levitate <\/i>(self only) ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hand Crossbow*** Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ***Multiattack*** The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. ***Scimitar*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. ***Whip*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn."} {"creature_name":"Drow Inquisitor","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"15 (+2)","CON":"14 (+2)","INT":"16 (+3)","WIS":"21 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":11500,"creature_cr":14,"languages":"elvish, undercommon","skills":"Insight +10, Perception +10, Religion +8, Stealth +7","speed":"30 ft.","hit_points":"143 (22d8 + 44)","armor_class":"16 (breastplate)","senses":"darkvision 120 ft., passive perception 20","saving_throws":"CON +7, WIS +10, CHA +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Discern Lie.*** The drow knows when she hears a creature speak a lie in a language she knows. ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components * At will dancing lights, detect magic<\/i> * 1/day each clairvoyance, darkness, detect thoughts, dispel magic, faerie fire , levitate <\/i>(self only), suggestion<\/i> ***Magic Resistance.*** The drow has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared * Cantrips (at will) guidance, message, poison spray, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, cure wounds, inflict wounds<\/i> * 2nd level (3 slots) blindness/deafness, silence, spiritual weapon<\/i> * 3rd level (3 slots) bestow curse, dispel magic, magic circle<\/i> * 4th level (3 slots) banishment, divination, freedom of movement<\/i> * 5th level (2 slots) contagion, dispel evil and good, insect plague<\/i> * 6th level (1 slot) harm, true seeing<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Death Lance*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ***Multiattack*** The drow makes three death lance attacks."} {"creature_name":"Drow Inquisitor (variant)","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"15 (+2)","CON":"14 (+2)","INT":"16 (+3)","WIS":"21 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":11500,"creature_cr":14,"languages":"elvish, undercommon","skills":"Insight +10, Perception +10, Religion +8, Stealth +7","speed":"30 ft.","hit_points":"143 (22d8 + 44)","armor_class":"16 (breastplate)","senses":"darkvision 120 ft., passive perception 20","saving_throws":"CON +7, WIS +10, CHA +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Discern Lie.*** The drow knows when she hears a creature speak a lie in a language she knows. ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components * At will dancing lights, detect magic<\/i> * 1/day each clairvoyance, darkness, detect thoughts, dispel magic, faerie fire , levitate <\/i>(self only), suggestion<\/i> ***Magic Resistance.*** The drow has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared * Cantrips (at will) guidance, message, poison spray, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, cure wounds, inflict wounds<\/i> * 2nd level (3 slots) blindness/deafness, silence, spiritual weapon<\/i> * 3rd level (3 slots) bestow curse, dispel magic, magic circle<\/i> * 4th level (3 slots) banishment, divination, freedom of movement<\/i> * 5th level (2 slots) contagion, dispel evil and good, insect plague<\/i> * 6th level (1 slot) harm, true seeing<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Death Lance*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ***Multiattack*** The drow makes three death lance attacks. ***Summon Demon (1/Day)*** The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. (see notes for link)"} {"creature_name":"Drow Mage","creature_source":"Monster Manual","STR":"9 (-1)","DEX":"14 (+2)","CON":"10 (0)","INT":"17 (+3)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"elvish, undercommon","skills":"Arcana +6, Deception +5, Perception +4, Stealth +5","speed":"30 ft.","hit_points":"45 (10d8)","armor_class":"12 (15 with mage armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire, levitate <\/i>(self only) ***Spellcasting.*** The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared * Cantrips (at will) mage hand, minor illusion, poison spray, ray of frost<\/i> * 1st level (4 slots) mage armor, magic missile, shield, witch bolt<\/i> * 2nd level (3 slots) alter self, misty step, web<\/i> * 3rd level (3 slots) fly, lightning bolt<\/i> * 4th level (3 slots) Evard's black tentacles, greater invisibility<\/i> * 5th level (2 slots) cloudkill<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Staff.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. ***Summon Demon (1/Day).*** The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Drow Matron Mother","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"18 (+4)","CON":"16 (+3)","INT":"17 (+3)","WIS":"21 (+5)","CHA":"22 (+6)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":25000,"creature_cr":20,"languages":"elvish, undercommon","skills":"Insight +11, Perception +11, Religion +9, Stealth +10","speed":"30 ft.","hit_points":"262 (35d8 + 105)","armor_class":"17 (half plate)","senses":"darkvision 120 ft., passive perception 21","saving_throws":"CON +9, WIS +11, CHA +12","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Cast a Spell (Costs 1-3 Actions)*** The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. ***Compel Demon (Costs 2 Actions)*** An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see. ***Demon Staff*** The drow makes one attack with her demon staff. ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components * At will dancing lights, detect magic<\/i> * 1/day each clairvoyance, darkness, detect thoughts, dispel magic, faerie fire , levitate <\/i>(self only), suggestion<\/i> ***Lolth's Fickle Favor.*** As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. ***Magic Resistance.*** The drow has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared * Cantrips (at will) guidance, mending, resistance, sacred flame , thaumaturgy<\/i> * 1st level (4 slots) bane, command, cure wounds, guiding bolt<\/i> * 2nd level (3 slots) hold person, silence, spiritual weapon<\/i> * 3rd level (3 slots) bestow curse, clairvoyance, dispel magic, spirit guardians<\/i> * 4th level (3 slots) banishment, death ward, freedom of movement, guardian of faith<\/i> * 5th level (3 slots) contagion, flame strike , geas, mass cure wounds<\/i> * 6th level (2 slots) blade barrier, harm<\/i> * 7th level (2 slots) divine word, plane shift<\/i> * 8th level (1 slot) holy aura<\/i> * 9th level (1 slot) gate<\/i> The drow 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 drow regains spent legendary actions at the start of her turn. ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Demon Staff*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack*** The matron mother makes two demon staff attacks or three tentacle rod attacks. ***Summon Servant (1/Day)*** The drow magically summons a retriever or a yochlol. The summoned creature 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ***Tentacle Rod*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success."} {"creature_name":"Drow Priestess of Lolth","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"17 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"elvish, undercommon","skills":"Insight +6, Perception +6, Religion +4, Stealth +5","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"15 (scale mail)","senses":"darkvision 120 ft.","saving_throws":"CON +4, WIS +6, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire, levitate <\/i>(self only) ***Spellcasting.*** The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared * Cantrips (at will) guidance, poison spray, resistance, spare the dying, thaumaturgy<\/i> * 1st level (4 slots) animal friendship, cure wounds, detect poison and disease, ray of sickness<\/i> * 2nd level (3 slots) lesser restoration, protection from poison, web<\/i> * 3rd level (3 slots) conjure animals <\/i>(2 giant spiders), dispel magic<\/i> * 4th level (3 slots) divination, freedom of movement<\/i> * 5th level (2 slots) insect plague, mass cure wounds<\/i> ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Multiattack.*** The drow makes two scourge attacks. ***Scourge.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage. ***Summon Demon (1/Day).*** The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Drow Shadowblade","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"21 (+5)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"elvish, undercommon","skills":"Perception +6, Stealth +9","speed":"30 ft.","hit_points":"150 (20d8 + 60)","armor_class":"17 (studded leather)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX +9, CON +7, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire , levitate <\/i>(self only) ***Shadow Step.*** While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hand Crossbow*** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ***Multiattack*** The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ***Shadow Sword*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute."} {"creature_name":"Drow Shadowblade (variant)","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"21 (+5)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"elvish, undercommon","skills":"Perception +6, Stealth +9","speed":"30 ft.","hit_points":"150 (20d8 + 60)","armor_class":"17 (studded leather)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX +9, CON +7, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire , levitate <\/i>(self only) ***Shadow Step.*** While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Hand Crossbow*** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ***Multiattack*** The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ***Shadow Sword*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. ***Summon Shadow Demon (1/Day)*** The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Drow Spore Servant","creature_source":"Out Of The Abyss","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"-","skills":"","speed":"20 ft.","hit_points":"13 (3d8)","armor_class":"15 (chain shirt)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, paralyzed","actions":"***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Drowned Maiden","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"16 (+3)","CON":"10 (+0)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common","skills":"","speed":"30 ft., swim 40 ft.","hit_points":"90 (20d8)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +6, CHA +7","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Grasping Hair.*** The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. ***Innate Spellcasting.*** The drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components At will disguise self, silence","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage. ***Hair.*** Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time. ***Kiss.*** The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage. ***Multiattack.*** The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack. ***Reel.*** The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself."} {"creature_name":"Druid","creature_source":"Monster Manual","STR":"10 (0)","DEX":"12 (+1)","CON":"13 (+1)","INT":"12 (+1)","WIS":"15 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":450,"creature_cr":2,"languages":"druidic plus any two languages","skills":"Medicine +4, Nature +3, Perception +4","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"11 (16 with barkskin)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared * Cantrips (at will) druidcraft, produce flame, shillelagh<\/i> * 1st level (4 slots) entangle, longstrider, speak with animals, thunderwave<\/i> * 2nd level (3 slots) animal messenger, barkskin<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands."} {"creature_name":"Dryad","creature_source":"Monster Manual","STR":"10 (0)","DEX":"12 (+1)","CON":"11 (0)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"elvish, sylvan","skills":"Perception +4, Stealth +5","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"11 (16 with barkskin)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components * At will druidcraft<\/i> * 3/day each entangle, goodberry<\/i> * 1/day each barkskin, pass without trace, shillelagh<\/i> ***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects. ***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language. ***Tree Stride.*** Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.","actions":"***Club.*** Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. ***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time."} {"creature_name":"Duergar","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"26 (4d8+8)","armor_class":"16 (scale mail, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged."} {"creature_name":"Duergar Darkhaft","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"26 (4d8+8)","armor_class":"16 (scale mail, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Innate Spellcasting (Psionics).*** The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components * At will friends, mage hand<\/i> * 1/day each disguise self, sleep<\/i> ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged."} {"creature_name":"Duergar Despot","creature_source":"Mordenkainens Tome Of Foes","STR":"20 (+5)","DEX":"5 (-2)","CON":"19 (+4)","INT":"15 (+2)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"119 (14d8 + 56)","armor_class":"21 (natural armor)","senses":"darkvision 120 ft., passive perception 12","saving_throws":"CON +8, WIS +6","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting (Psionics).*** The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components * At will mage hand, minor illusion<\/i> * 1/day each counterspell, misty step, stinking cloud<\/i> ***Magic Resistance.*** The duergar has advantage on saving throws against spells and other magical effects. ***Psychic Engine.*** When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. ***Sunlight Sensitivity.*** While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Flame Jet*** The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. ***Iron Fist*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage. ***Multiattack*** The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. ***Stomping Foot*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage to a prone target."} {"creature_name":"Duergar Hammerer","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"7 (-1)","CON":"12 (+1)","INT":"5 (-2)","WIS":"5 (-2)","CHA":"5 (-2)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"understands dwarvish but can't speak","skills":"","speed":"20 ft.","hit_points":"33 (6d8 + 6)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 7","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Engine of Pain.*** Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. ***Siege Monster.*** The hammerer deals double damage to objects and structures.","actions":"***Claw*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ***Hammer*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ***Multiattack*** The hammerer makes two attacks: one with its claw and one with its hammer."} {"creature_name":"Duergar Kavalrachni","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"26 (4d8+8)","armor_class":"16 (scale mail, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cavalry Training.*** When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction. ***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Mounted.*** The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block) ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Heavy Crossbow.*** Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged."} {"creature_name":"Duergar Keeper of the Flame","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"26 (4d8+8)","armor_class":"16 (scale mail, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Innate Spellcasting (Psionics).*** The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components * At will friends, message<\/i> * 1/day command<\/i> ***Spellcasting.*** The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared * Cantrips (at will) guidance, mending, sacred flame<\/i> * 1st level (4 slots) bane, inflict wounds, shield of faith<\/i> * 2nd level (2 slots) enhance ability, spiritual weapon <\/i>(hammer) ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged."} {"creature_name":"Duergar Mind Master","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"17 (+3)","CON":"14 (+2)","INT":"15 (+2)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"Perception +2, Stealth +5","speed":"25 ft.","hit_points":"39 (6d8 + 12)","armor_class":"14 (leather armor)","senses":"darkvision 120 ft., truesight 30 ft., passive perception 12","saving_throws":"WIS +2","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Invisibility (Recharge 4-6)*** The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ***Mind Mastery*** The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. ***Mind-Poison Dagger*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. ***Multiattack*** The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. ***Reduce (Recharges after a Short or Long Rest)*** For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action."} {"creature_name":"Duergar Screamer","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"7 (-1)","CON":"12 (+1)","INT":"5 (-2)","WIS":"5 (-2)","CHA":"5 (-2)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"understands dwarvish but can't speak","skills":"","speed":"20 ft.","hit_points":"38 (7d8 + 7)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 7","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Engine of Pain.*** Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.","actions":"***Drill*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. ***Multiattack*** The screamer makes one drill attack and uses its Sonic Scream. ***Sonic Scream*** The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone."} {"creature_name":"Duergar Soulblade","creature_source":"Out Of The Abyss","STR":"11 (0)","DEX":"16 (+3)","CON":"10 (0)","INT":"11 (0)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"18 (4d8)","armor_class":"14 (leather armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Innate Spellcasting (Psionics).*** The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will blade ward, true strike<\/i> * 1/day each jump, hunter's mark<\/i> ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Create Soulblade.*** The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. ***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Soulblade.*** Melee Weapon Attackk: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage."} {"creature_name":"Duergar Spore Servant","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"-","skills":"","speed":"15 ft.","hit_points":"26 (4d8+8)","armor_class":"16 (scale armor, shield)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, paralyzed","actions":"***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Duergar Spy","creature_source":"Tales From The Yawning Portal","STR":"10 (0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"12 (+1)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight Of Hand +5, Stealth +7","speed":"25 ft.","hit_points":"33 (6d8+6)","armor_class":"15 (studded leather)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. ***Duergar Resilience.*** The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sneak Attack.*** Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. ***Source.*** tales from the yawning portal, page 234 ***Sunlight Sensitivity.*** While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Eniarge (Recharges after a Short or Long Rest).*** For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available. ***Hand Crossbow.*** Ranged Weapon Attack: +5 to hit, range 30/120 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. ***Invisibility (Recharges after a Short or Long Rest).*** The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it. ***Multiattack.*** The spy makes two shortsword attacks. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged."} {"creature_name":"Duergar Stone Guard","creature_source":"Out Of The Abyss","STR":"18 (+4)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"39 (6d8+12)","armor_class":"18 (chain mail, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. ***War Pick.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged."} {"creature_name":"Duergar Warlord","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"11 (0)","CON":"17 (+3)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"75 (10d8 + 30)","armor_class":"20 (plate mail, shield)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Call to Attack*** Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. ***Enlarge (Recharges after a Short or Long Rest)*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Invisibility (Recharge 4-6)*** The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ***Javelin*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ***Multiattack*** The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. ***Psychic-Attuned Hammer*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage, or 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage while enlarged,"} {"creature_name":"Duergar Xarrorn","creature_source":"Out Of The Abyss","STR":"16 (+3)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"","speed":"25 ft.","hit_points":"26 (4d8+8)","armor_class":"18 (platemail)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ***Fire Lance.*** Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. ***Fire Spray (Recharge 5-6).*** From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it ."} {"creature_name":"Dullahan","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"18 (+4)","CON":"20 (+5)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"large","creature_type":"fey","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"common, elvish, sylvan","skills":"Intimidation +7, Perception +6, Persuasion +7, Survival +6","speed":"60 ft.","hit_points":"178 (17d10 + 85)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., passive perception 16","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, exhaustion","abilities":"***Baleful Glare.*** When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save. ***Deathly Doom (1/Day).*** As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane. ***Innate Spellcasting.*** The dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components At will bane, chill touch, hex, knock 3/day each false life, see invisibility 1/day blight ***Interposing Glare.*** When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage. ***Relentless Advance.*** The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces.","actions":"***Multiattack.*** The dullahan makes two attacks with its spine whip. ***Seal the Doom.*** The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours. ***Spine Whip.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone."} {"creature_name":"Dune Mimic","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"8 (-1)","CON":"18 (+4)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Perception +4","speed":"10 ft.","hit_points":"168 (16d12 + 64)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 30 ft., passive perception 14","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Adhesive (Object or Terrain Form Only).*** The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait. ***False Appearance (Object or Terrain Form Only).*** While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature. ***Grappler.*** The dune mimic has advantage on attack rolls against a creature grappled by it. ***Shapechanger.*** The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Engulf.*** The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic. ***Multiattack.*** The dune mimic makes four pseudopod attacks. ***Pseudopod.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait."} {"creature_name":"Dungeon Dragon Wyrmling","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"10 (+0)","CON":"17 (+3)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"all","skills":"Investigation +6, Perception +6, Survival +4","speed":"30 ft., fly 60 ft.","hit_points":"112 (15d8 + 45)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 30 ft., passive perception 16","saving_throws":"DEX +2, CON +5, WIS +4, CHA +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dungeon dragon's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will alarm, arcane lock, detect magic, identify, knock<\/i> * 1/day each find traps, scrying, stone shape, wall of stone<\/i> ***Labyrinthine Recall.*** The dungeon dragon can perfectly recall any path it has traveled. ***Trap Master.*** The dungeon dragon has advantage on saving throws against the effects of traps.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Confusion Breath (Recharge 5-6).*** The dragon exhales gas in a 15-foot cone that spreads around corners. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Duodrone","creature_source":"Monster Manual","STR":"11 (0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"6 (-2)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"construct","creature_alignment":"construct","creature_xp":50,"creature_cr":0.25,"languages":"modron","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"15 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Axiomatic Mind.*** The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. ***Disintegration.*** If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.","actions":"***Fist.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. ***Javelin.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Multiattack.*** The duodrone makes two fist attacks or two javelin attacks."} {"creature_name":"Duskthorn Dryad","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"24 (+7)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic","creature_xp":700,"creature_cr":3,"languages":"common, elvish, sylvan, umbral","skills":"Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7","speed":"30 ft.","hit_points":"77 (14d8 + 14)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"CON +3, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components * At will dancing lights, druidcraft<\/i> * 3/day each charm person, entangle, invisibility, magic missile<\/i> * 1/day each barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns<\/i> ***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects. ***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language. ***Tree Dependent.*** The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual. ***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. ***Longbow.*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."} {"creature_name":"Dust Ghoul","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"16 (+3)","CON":"15 (+2)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common","skills":"","speed":"40 ft., fly 40 ft., burrow 20 ft.","hit_points":"104 (16d8 + 32)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Improved Critical.*** The ghoul's attacks score a critical hit on a roll of 19 or 20.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ***Blinding Dust (1/day).*** Blinding dust and sand swirls magically around the ghoul. Each creature within 5 feet of the ghoul must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature's next turn. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ***Multiattack.*** The dust ghoul makes three attacks: one with its bite and two with its claws. ***Paralyzing Shriek (Recharge 5-6).*** The dust ghoul unleashes a hellish shriek. Each creature that is within 60 feet of the ghoul and can hear it must succeed on a DC 13 Constitution 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."} {"creature_name":"Dust Goblin","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"10 (+0)","WIS":"8 (-1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"common, goblin","skills":"Stealth +7","speed":"40 ft.","hit_points":"5 (1d6 + 2)","armor_class":"14 (leather armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Twisted.*** When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn.","actions":"***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Dust Mephit","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"14 (+2)","CON":"10 (0)","INT":"9 (-1)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"auran, terran","skills":"Perception +2, Stealth +4","speed":"30 ft., fly 30 ft.","hit_points":"17 (5d6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. ***Innate Spellcasting (1/Day).*** The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.","actions":"***Blinding Breath (Recharge 6).*** The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Duvessa Shane","creature_source":"Storm Kings Thunder","STR":"10 (0)","DEX":"11 (0)","CON":"10 (0)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (illuskan human)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common, dwarvish, giant, orc","skills":"Deception +5, Insight +3, Persuasion +3","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"10","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** Duvessa adds 2 to her AC against on melee attack that would hit him. To do so, Duvessa must see the attacker and be wielding a melee weapon. The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. **Ideal ** \"The people of Icewind Dale are survivors. They can weather any storm.\" **Bond ** \"My mother taught me what it means to be a good leader. I won't disappoint her.\" **Flaw ** \"I don't give an inch in any argument of conflict.\"","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger."} {"creature_name":"Dwarven Ringmage","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"13 (+1)","INT":"18 (+4)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"any","creature_xp":2900,"creature_cr":7,"languages":"common, dwarvish","skills":"Arcana +7, History +7","speed":"30 ft.","hit_points":"82 (15d8+15)","armor_class":"16 (breastplate)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"INT +7, CON +4, WIS +4","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dwarven Resistance.*** The dwarven ringmage has advantage on saving throws against poison. ***Ring Magic.*** The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell. ***Ring-Staff Focus.*** The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued. ***Spellcasting.*** The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared Cantrips (at will) fire bolt, mage hand, shocking grasp, true strike 1st level (4 slots) expeditious retreat, magic missile, shield, thunderwave 2nd level (3 slots) misty step, web 3rd level (3 slots) counterspell, fireball, fly 4th level (3 slots) greater invisibility, ice storm 5th level (1 slot) cone of cold","actions":"***Multiattack.*** The dwarven ringmage makes two melee attacks. ***Ring-Staff.*** Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage."} {"creature_name":"Dybbuk","creature_source":"Mordenkainens Tome Of Foes","STR":"6 (-2)","DEX":"19 (+4)","CON":"16 (+3)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common, telepathy 120 ft.","skills":"Deception +6, Intimidation +4, Perception +4","speed":"0 ft., 40 ft. (hover)","hit_points":"37 (5d8 + 15)","armor_class":"14","senses":"darkvision 120 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components * At will dimension door<\/i> * 3/day each fear, phantasmal force<\/i> ***Magic Resistance.*** The dybbuk has advantage on saving throws against spells and other magical effects. ***Violate Corpse.*** The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.","actions":"***Possess Corpse (Recharge 6).*** The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. ***Tendril.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Eagle","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"15 (+2)","CON":"10 (0)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"7 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +4","speed":"10 ft., fly 60 ft.","hit_points":"3 (1d6)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The eagle has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Talons.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {"creature_name":"Eala","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"10 ft., fly, 60 ft.","hit_points":"40 (9d6 + 9)","armor_class":"15 (natural)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Swan Song.*** When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.","actions":"***Fire Breath (recharge 5-6).*** The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried. ***Multiattack.*** The eala makes two attacks with its wing blades. ***Wing Blades.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."} {"creature_name":"Earth Elemental","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"8 (-1)","CON":"20 (+5)","INT":"5 (-3)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"terran","skills":"","speed":"30 ft., burrow 30 ft.","hit_points":"126 (12d10+60)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. ***Siege Monster.*** The elemental deals double damage to objects and structures.","actions":"***Multiattack.*** The elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."} {"creature_name":"Earth Elemental Myrmidon","creature_source":"Elemental Evil","STR":"18 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"8 (-1)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"terran, one language of its creator's choice","skills":"","speed":"30 ft.","hit_points":"127 (17d8+51)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, petrified, poisoned, prone","abilities":"***Magic Weapons.*** The myrmidon's weapon attacks are magical.","actions":"***Maul.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Multiattack.*** The myrmidon makes two maul attacks. ***Thunderous Strike (Recharge 6).*** The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone."} {"creature_name":"Eater Of Dust (Yakat-Shi)","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"10 (+0)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"understands abyssal, common, infernal, void speech, but cannot speak; telepathy 100 ft.","skills":"Athletics +9, Intimidate +7, Perception +6","speed":"30 ft.","hit_points":"114 (12d8 + 60)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft, passive perception 16","saving_throws":"STR +9, CON +9, CHA +7","damage_immunities":"bludgeoning, piercing, poison and slashing from nonmagical weapons","damage_resistances":"acid, cold","damage_vulnerabilities":"","condition_immunities":"blindness, lightning, poisoned","abilities":"***Innate Spellcasting.*** The eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components 3/day each freedom of movement, inflict wounds, true strike 1/day each cure wounds (as 3rd level), magic weapon (as 6th level), misty step ***Regeneration.*** The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate. ***Unending Hunger.*** An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death. ***Weapon Bond.*** A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell.","actions":"***Mawblade.*** Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. ***Multiattack.*** The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."} {"creature_name":"Eblis","creature_source":"Tomb Of Annihilation","STR":"11 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"auran, common","skills":"Perception +4","speed":"30 ft., fly 40 ft.","hit_points":"26 (4d10 +4)","armor_class":"13","senses":"passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components * 1/day each blur, hypnotic pattern, minor illusion<\/i>","actions":"***Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing damage. ***Multiattack.*** The eblis attacks twice with its beak."} {"creature_name":"Edimmu","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"19 (+4)","CON":"16 (+3)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common but can't speak","skills":"","speed":"0 ft., fly 60 ft. (hover)","hit_points":"75 (10d8 + 30)","armor_class":"15","senses":"blindsight 60 ft., passive perception 11","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Incorporeal Movement.*** The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Rejuvenation.*** If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death.","actions":"***Water Siphon.*** Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Eel Hound","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"16 (+3)","CON":"13 (+1)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"sylvan","skills":"Perception +3, Stealth +5","speed":"30 ft., swim 40 ft.","hit_points":"77 (14d8 + 14)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The eel hound can breathe air and water. ***Pack Tactics.*** The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Slick Spittle.*** By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour. ***Slithering Bite.*** A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14)."} {"creature_name":"Efreeti","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"12 (+1)","CON":"24 (+7)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"elemental","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"ignan","skills":"","speed":"40 ft., fly 60 ft.","hit_points":"200 (16d10+112)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +7, WIS +6, CHA +7","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. ***Elemental Demise.*** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. ***Innate Spellcasting.*** The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will detect magic<\/i> * 3/day enlarge/reduce, tongues<\/i> * 1/day each conjure elemental <\/i>(fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire<\/i> ***Variant Genie Powers.*** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. ***Wishes.*** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.","actions":"***Hurl Flame.*** Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. ***Multiattack.*** The efreeti makes two scimitar attacks or uses its Hurl Flame twice. ***Scimitar.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage."} {"creature_name":"Eidolon","creature_source":"Mordenkainens Tome Of Foes","STR":"7 (-1)","DEX":"8 (-1)","CON":"9 (0)","INT":"14 (+2)","WIS":"19 (+4)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"any alignment","creature_xp":8400,"creature_cr":12,"languages":"the languages it knew in life","skills":"Perception +8","speed":"0 ft., fly 40 ft. (hover)","hit_points":"63 (18d8 - 18)","armor_class":"9","senses":"darkvision 60 ft., passive perception 18","saving_throws":"WIS +8","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. ***Sacred Animation (Recharge 5-6).*** When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. ***Turn Resistance.*** The eidolon has advantage on saving throws against any effect that turns undead.","actions":"***Divine Dread*** Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened 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 any eidolon's Divine Dread for the next 24 hours."} {"creature_name":"Einherjar","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"16 (+3)","CON":"19 (+4)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"11 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":2900,"creature_cr":7,"languages":"celestial, common","skills":"Animal Handling +5, Intimidation +6, Perception +5","speed":"30 ft.","hit_points":"119 (14d8 + 56)","armor_class":"18 (chain mail and shield)","senses":"darkvision 60 ft., truesight 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"piercing weapons that are nonmagical","damage_vulnerabilities":"","condition_immunities":"","abilities":"***1/day each.*** eath ward, spirit guardians ***Asgardian Battleaxes.*** Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand. ***At will.*** less, spare the dying ***Battle Frenzy.*** Once reduced to 30 hp or less, einherjar make all attacks with advantage. ***Battle Loving.*** Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them. ***Fearsome Gaze.*** The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage. ***Innate Spellcasting.*** The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components","actions":"***Asgardian Battleaxe.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed. ***Handaxe.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Multiattack.*** An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe."} {"creature_name":"Elder Acid Elemental","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"15 (+2)","CON":"22 (+6)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":10000,"creature_cr":13,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"162 (13d12 + 78)","armor_class":"17","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 18 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. ***Vulnerability to Water.*** For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage plus 49 (14d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Elder Brain","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"10 (0)","CON":"20 (+5)","INT":"21 (+5)","WIS":"19 (+4)","CHA":"24 (+7)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"understands common, deep speech, and undercommon but can't speak, telepathy 5 miles","skills":"Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12","speed":"5ft., swim 10 ft.","hit_points":"210 (20d10+100)","armor_class":"10","senses":"blindsight 120 ft.","saving_throws":"INT +10, WIS +9, CHA +12","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Break Concentration.*** The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. ***Creature Sense.*** The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner. ***Innate Spellcasting (Psionics).*** The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components * At will detect thoughts, levitate<\/i> * 1/day each dominate monster, plane shift <\/i>(self only) ***Legendary Resistance (3/Day).*** If the elder brain fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The elder brain has advantage on saving throws against spells and other magical effects. ***Psychic Pulse.*** The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn. ***Sever Psychic Link.*** The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. ***Telepathic Hub.*** The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. ***Tentacle.*** The elder brain makes a tentacle attack.","actions":"***Mind Blast (Recharge 5-6).*** The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Psychic Link.*** The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. ***Sense Thoughts.*** The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. ***Tentacle.*** Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time."} {"creature_name":"Elder Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"20 (+5)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":10000,"creature_cr":13,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"172 (15d12 + 75)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 13 (1d6 + 10). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +10 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet. ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 18 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 43 (7d10 + 5) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 18 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to three objects weighing no more than 300 pounds that are within 40 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 18 Dexterity saving throw, taking 27 (5d8 + 5) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 40 feet of the elemental must succeed on a DC 18 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (Recharge 5-6).*** The gravity elemental greatly increases local gravity within a 40-foot radius of itself. All creatures, other than the elemental, within that area make a DC 18 Constitution saving throw, taking 87 (15d10 + 5) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Elder Oblex","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"16 (+3)","CON":"21 (+5)","INT":"22 (+6)","WIS":"13 (+1)","CHA":"18 (+4)","creature_size":"huge","creature_type":"ooze","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"common plus six more","skills":"Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10","speed":"20 ft.","hit_points":"115 (10d12 + 50)","armor_class":"16","senses":"blindsight 60 ft. (blind beyond this distance), passive perception 15","saving_throws":"INT +10, CHA +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, prone","abilities":"***Amorphous.*** The oblex can move through a space as narrow as 1 inch wide without squeezing. ***Aversion to Fire.*** If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ***Innate Spellcasting.*** The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components * At will charm person <\/i>(as 5th-level spell), detect thoughts, hold person<\/i> * 3/day each confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis<\/i> ***Sulfurous Impersonation.*** As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.","actions":"***Eat Memories*** The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. ***Multiattack*** The elder oblex makes two pseudopod attacks and uses Eat Memories. ***Pseudopod*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage."} {"creature_name":"Elder Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"8 (-1)","CON":"22 (+6)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"225 (18d12 + 108)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 52 (15d6) slashing damage and 52 (15d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) slashing damage plus 22 (5d8) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Elder Shadow Drake","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"13 (+1)","CON":"18 (+4)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"13 (+1)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, draconic, umbral","skills":"Perception +5, Stealth +7","speed":"20 ft., fly 60 ft.","hit_points":"114 (12d10 + 48)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"DEX +4, CON +7, CHA +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"radiant","condition_immunities":"paralyzed, unconscious","abilities":"***Shadow Blend.*** In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness. ***Shadow Jump (3/Day).*** An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet. ***Speed Surge (3/Day).*** The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. ***Multiattack.*** The drake makes one bite attack and one tail slap attack. ***Stygian Breath (Recharge 5-6).*** The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower. ***Tail Slap.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."} {"creature_name":"Elder Spell Parrot","creature_source":"Tome Of Horrors","STR":"2 (-4)","DEX":"14 (+2)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +3","speed":"10 ft., fly 50 ft.","hit_points":"7 (5d4 - 5)","armor_class":"12","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spell Mimicry.*** Whenever the spell parrot hears a cantrip or a 1st through 8th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or a 1st through 3rd level spell, the casting succeeds if the result is a 3-6. If the spell is 4th through 6th level, the casting succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the casting succeeds only on a 6. Once the spell parrot mimics a spell, it forgets it. The spell parrot uses the original caster's spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Elder Tempest","creature_source":"Mordenkainens Tome Of Foes","STR":"23 (+6)","DEX":"28 (+9)","CON":"23 (+6)","INT":"2 (-4)","WIS":"21 (+5)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral","creature_xp":50000,"creature_cr":23,"languages":"-","skills":"","speed":"0 ft., fly 120 ft. (hover)","hit_points":"264 (16d20 + 96)","armor_class":"19","senses":"darkvision 60 ft., passive perception 15","saving_throws":"WIS +12, CHA +11","damage_immunities":"lightning, poison, thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","abilities":"***Air Form.*** The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ***Flyby.*** The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Legendary Resistance (3/Day).*** If the tempest fails a saving throw, it can choose to succeed instead. The tempest 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 tempest regains spent legendary actions at the start of its turn. ***Lightning Strike (Costs 2 Actions)*** The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. ***Living Storm.*** The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. ***Move*** The tempest moves up to its speed. ***Screaming Gale (Costs 3 Actions)*** The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. ***Siege Monster.*** The tempest deals double damage to objects and structures.","actions":"***Lightning Storm (Recharge 6)*** All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. ***Multiattack*** The tempest makes two attacks with its thunderous slam. ***Thunderous Slam*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage."} {"creature_name":"Electrum Mouse Dragon","creature_source":"Tome Of Horrors","STR":"5 (-3)","DEX":"14 (+2)","CON":"15 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"12 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":1100,"creature_cr":4,"languages":"understands common and draconic but can't speak","skills":"Arcana +2, Nature +2, Perception +4, Stealth +6","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"31 (7d4 + 14)","armor_class":"15 (natural armor)","senses":"darkvision 30 ft., passive perception 14","saving_throws":"DEX +4, CON +4, WIS +2, CHA +3","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 20-foot line that is 1 foot wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed saving throw, or half as much damage on a successful one. ***Multiattack.*** The electrum mouse dragon makes one bite attack and two claw attacks."} {"creature_name":"Eleinomae","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"19 (+4)","CON":"16 (+3)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"aquan, common, elvish, sylvan","skills":"Deception +7, Insight +5, Perception +5","speed":"30 ft., swim 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"18","senses":", passive perception 15","saving_throws":"STR +4, DEX +7, CON +6, INT +5, WIS +5, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components At will dancing lights 3/day each charm person, suggestion 2/day each hallucinatory terrain, major image ***Reed Walk.*** The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment. ***Unearthly Grace.*** The eleinomae's Charisma modifier is added to its armor class (included above).","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. ***Multiattack.*** The eleinomae makes three dagger attacks and one reed flower net attack. ***Reed Flower Net.*** Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10)."} {"creature_name":"Elemental Air Dragon","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"20 (+5)","CON":"23 (+6)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":18000,"creature_cr":17,"languages":"auran, common","skills":"Arcana +9, Nature +9, Perception +14, Stealth +11","speed":"40 ft., fly 80 ft.","hit_points":"312 (25d12 + 150)","armor_class":"15","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 24","saving_throws":"DEX +11, CON +12, WIS +8, CHA +10","damage_immunities":"poison","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Innate Spellcasting.*** The elemental dragon's innate spellcasting is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spell requiring no material components. * At will gust of wind<\/i> * 3/day each call lightning, wind wall<\/i> * 1/day each control weather, plane shift<\/i> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Tail Attack.*** The dragon makes a tail attack. 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. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 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.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Scalding Breath (Recharge 5-6).*** The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. ***Whirlwind (Recharge 5-6).*** The dragon creates a cyclone in a 30- foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not otherwise affected."} {"creature_name":"Elemental Earth Dragon","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"10 (+0)","CON":"26 (+8)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"19 (+4)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":22000,"creature_cr":19,"languages":"terran, common","skills":"Arcana +8, Nature +8, Perception +15, Stealth +6","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"362 (25d12 + 200)","armor_class":"20 (natural armor)","senses":"tremorsense 60 ft., blindsight 60 ft., darkvision 120 ft., passive perception 25","saving_throws":"DEX +6, CON +14, WIS +9, CHA +10","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Earth Glide.*** The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. ***False Appearance.*** While the dragon remains motionless, it is indistinguishable from a normal statue of a dragon. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will meld into stone, stone shape<\/i> * 3/day wall of stone<\/i> * 1/day plane shift<\/i> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. 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. ***Siege Monster.*** The dragon deals double damage to objects and structures. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Multiattack.*** The dragon can make three attacks: one with its bite and two with its claws. ***Shale and Stone Breath (Recharge 5-6).*** The dragon releases a 60-foot cone of sand and gravel. Creatures within the area must make a DC 22 Constitution saving throw, taking 35 (10d6) fire damage plus 35 (10d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature slain by this damage has its body pulverized; it can only be restored to life by true resurrection<\/i> or wish<\/i>. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Elemental Fire Dragon","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"20 (+5)","CON":"25 (+7)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"21 (+5)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":33000,"creature_cr":21,"languages":"ignan, common","skills":"Arcana +10, Nature +10, Perception +15, Stealth +12","speed":"40 ft., fly 80 ft.","hit_points":"445 (33d12 + 231)","armor_class":"15","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 25","saving_throws":"DEX +12, CON +14, WIS +8, CHA +12","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. 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. ***Fiery Aura.*** At the start of each of the dragon's turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. ***Illumination.*** The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit withy spell attacks). It can cast the following spells, requiring no material components * At will fireball, heat metal<\/i> * 3/day each fire storm<\/i> * 1/day each incendiary cloud, plane shift<\/i> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Rain of Fire (Costs 3 Actions).*** The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished. ***Tail Attack.*** The dragon makes a tail attack. ***Water Susceptibility.*** For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 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.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. ***Claw.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Elemental Fire Breath (Recharge 5-6).*** The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Multiattack.*** The dragon can make three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."} {"creature_name":"Elemental Locus","creature_source":"Tome Of Beasts","STR":"28 (+9)","DEX":"1 (-5)","CON":"18 (+4)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"primordial","skills":"Nature +6, Perception +6","speed":"5 ft.","hit_points":"290 (20d20 + 80)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., tremorsense 120 ft., passive perception 16","saving_throws":"INT +6, WIS +6, CHA +6","damage_immunities":"acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","abilities":"***Immortal.*** The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area. ***Magic Resistance.*** The elemental locus has advantage on saving throws against spells and other magical effects. ***Massive.*** The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn. ***Siege Monster.*** The elemental locus deals double damage to objects and structures. ***Spawn Elementals.*** As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water.","actions":"***Multiattack.*** The elemental locus makes two slam attacks. ***Slam.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone."} {"creature_name":"Elemental Water Dragon","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"24 (+7)","CON":"21 (+5)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":18000,"creature_cr":17,"languages":"aquan, common","skills":"Arcana +9, Nature +9, Perception +14, Stealth +13","speed":"40 ft., fly 60 ft., swim 80 ft.","hit_points":"310 (27d12 + 135)","armor_class":"17","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 24","saving_throws":"DEX +13, CON +11, WIS +8, CHA +10","damage_immunities":"poison","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Detect.*** The dragon makes a Wisdom (Perception) check. ***Drench.*** The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it. 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. ***Freeze.*** If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components * At will create or destroy water<\/i> * 3/day control water<\/i> * 1/day each control weather, plane shift<\/i> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Siege Monster.*** The dragon deals double damage to objects and structures. ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Multiattack.*** The dragon can make three attacks: one with its bite and two with its claws. ***Steam Breath (Recharge 5-6).*** The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 19 Dexterity saving throws, taking 63 (18d6) fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."} {"creature_name":"Elephant","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"9 (-1)","CON":"17 (+3)","INT":"3 (-4)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"","speed":"40 ft.","hit_points":"76 (8d12+24)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. ***Stomp.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage."} {"creature_name":"Elizar Dryflagon","creature_source":"Elemental Evil","STR":"13 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"11 (0)","WIS":"18 (+4)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, druidic","skills":"Arcana +3, Deception +3","speed":"30 ft.","hit_points":"71 (11d8+22)","armor_class":"14 (hide)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared * Cantrips (at will) druidcraft, guidance, poison spray, produce flame<\/i> * 1st level (4 slots) animal friendship, faerie fire, healing word, jump, thunderwave<\/i> * 2nd level (3 slots) flame blade, spike growth<\/i> * 3rd level (3 slots) dispel magic, stinking cloud<\/i> * 4th level (2 slots) blight, wall of fire<\/i> ***Summon Mephits (Recharges after a Long Rest).*** By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.","actions":"***Dagger +1.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Elk","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"10 (0)","CON":"12 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"50 ft.","hit_points":"13 (2d10+2)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","actions":"***Hooves.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. ***Ram.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."} {"creature_name":"Elusa Hound","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"15 (+2)","CON":"15 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"understands common but can't speak","skills":"Athletics +4, Perception +3, Survival +3","speed":"50 ft.","hit_points":"26 (4d8 + 8)","armor_class":"12","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Sight.*** Elusa hounds can perceive magical auras from active spells, magical effects, and magic items within a radius of 120 feet. Once an elusa hound has seen one of the above, it has advantage on Wisdom (Survival) checks to track the origin of the effect for 24 hours. ***Keen Hearing and Smell.*** The elusa hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone and grappled. The elusa hound can only grapple one creature at a time."} {"creature_name":"Elvish Veteran Archer","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"11 (+0)","WIS":"13 (+1)","CHA":"11 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic good or chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"common, elvish","skills":"Nature +2, Perception +5, Stealth +5, Survival +3","speed":"30 ft.","hit_points":"77 (14d8+14)","armor_class":"15 (studded leather)","senses":"passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Beast Hunter.*** The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts. ***Fey Ancestry.*** The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep. ***Keen Hearing and Sight.*** The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight. ***Magic Weapons.*** The elvish veteran archer's weapon attacks are magical. ***Stealthy Traveler.*** The elvish veteran archer can use Stealth while traveling at a normal pace. ***Surprise Attack.*** If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","actions":"***Longbow.*** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Multiattack.*** The elvish veteran archer makes two melee attacks or three ranged attacks. ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage. ***Volley (Recharge 6).*** The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see."} {"creature_name":"Emerald Eye","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"15 (+2)","CON":"14 (+2)","INT":"15 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"construct","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic, telepathy 250 ft.","skills":"Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4","speed":"0 ft., fly 30 ft. (hover)","hit_points":"54 (12d4 + 24)","armor_class":"14","senses":", passive perception 13","saving_throws":"DEX +4, CON +4, INT +4","damage_immunities":"poison","damage_resistances":"cold, fire; piercing damage","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious","abilities":"***Bound.*** An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action. ***Immutable Form.*** The emerald eye is immune to any spell or effect that would alter its form.","actions":"***Attraction (Recharge 5-6).*** An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect. ***Bind (3/Day).*** The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result. ***Slash.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage. ***Telepathic Lash (3/Day).*** An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round."} {"creature_name":"Emerald Order Cult Leader","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"10 (+0)","CON":"14 (+2)","INT":"15 (+2)","WIS":"20 (+5)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral or evil","creature_xp":3900,"creature_cr":8,"languages":"any three languages","skills":"Arcana +5, Deception +5, History +5, Religion +5","speed":"30 ft.","hit_points":"117 (18d8+36)","armor_class":"14 (breastplate)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"INT +5, WIS +8, CHA +5","damage_immunities":"","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Esoteric Vengeance.*** As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. ***Innate Spellcasting.*** The Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components 2/day each detect thoughts, dimension door, haste, slow 1/day each suggestion, teleport ***Key of Prophecy.*** The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks. ***Spellcasting.*** The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy 1st level (4 slots) cure wounds, identify, guiding bolt 2nd level (3 slots) lesser restoration, silence, spiritual weapon 3rd level (3 slots) dispel magic, mass healing word, spirit guardians 4th level (3 slots) banishment, death ward, guardian of faith 5th level (2 slots) flame strike","actions":"***Mace.*** Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage. ***Multiattack.*** The Emerald Order cult leader makes one melee attack and casts a cantrip."} {"creature_name":"Emperor Of The Ghouls","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"19 (+4)","INT":"20 (+5)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":25000,"creature_cr":20,"languages":"common, darakhul, draconic, gnoll, undercommon","skills":"Deception +11, Insight +9, Perception +9, Persuasion +11","speed":"30 ft., burrow 15 ft.","hit_points":"204 (24d8 + 96)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"DEX +8, WIS +9","damage_immunities":"poison; bludgeoning, piercing, and slashing damage from nonmagical weapons.","damage_resistances":"cold, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack.*** The emperor makes one claw or bite attack. ***Blood Armor.*** When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor. ***Cantrip.*** The emperor casts a cantrip. ***Emperor Of The Ghouls' Lair Actions.*** On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can't use the same effect two rounds in a row - Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. - The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage. - A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall's space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature's choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies. ***Font of Power (3 actions).*** Roll 1d8. The emperor regains a spell slot of that level or lower. ***Legendary Resistance (3/day).*** If the emperor fails a saving throw, he can choose to succeed instead. ***Regional Effects.*** The region around the emperor's lair is warped by its magic, which creates one or more of the following effects - Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. - Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands. - Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can't raise an undead's hit points above 150 percent of its normal hit point maximum. If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Spellcasting.*** The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells * Cantrips (at will) blade ward, chill touch, message, prestidigitation, shocking grasp, true strike<\/i> * 1st level (4 slots) magic missile, shield<\/i> * 2nd level (3 slots) mirror image, phantasmal force<\/i> * 3rd level (3 slots) fear, fireball<\/i> * 4th level (3 slots) blight, dimension door<\/i> * 5th level (2 slots) cloudkill, hold monster<\/i> * 6th level (1 slot) circle of death<\/i> * 7th level (1 slot) finger of death, teleport<\/i> * 8th level (1 slot) power word stun<\/i> * 9th level (1 slot) power word kill<\/i> ***Sunlight Sensitivity.*** While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. ***The Emperor 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 Emperor regains spent legendary actions at the start of his turn. ***Turn Resistance.*** The emperor has advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215). ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success. ***Multiattack.*** The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack. ***Scepter.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage."} {"creature_name":"Empty Cloak","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"10 (+0)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"understands elvish and umbral but can't speak","skills":"Stealth +4","speed":"0 ft., fly 40 ft.","hit_points":"45 (10d8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"DEX +4, CON +2","damage_immunities":"poison","damage_resistances":"bludgeoning","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Diligent Sentinel.*** Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks. ***Shadow Construction.*** Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. ***Wrapping Embrace.*** Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it.","actions":"***Razor Cloak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Shadow Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage. ***Shadow Snare.*** Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12."} {"creature_name":"Empyrean","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"21 (+5)","CON":"30 (+10)","INT":"21 (+5)","WIS":"22 (+6)","CHA":"27 (+8)","creature_size":"huge","creature_type":"celestial (titan)","creature_alignment":"chaotic good (75%) or neutral evil (25%)","creature_xp":50000,"creature_cr":23,"languages":"all","skills":"Insight +13, Persuasion +15","speed":"50 ft., fly 50 ft., swim 50 ft.","hit_points":"313 (19d12+190)","armor_class":"22 (natural armor)","senses":"truesight 120 ft.","saving_throws":"STR +17, INT +12, WIS +13, CHA +15","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Attack.*** The empyrean makes one attack. ***Bolster.*** The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn. The empyrean 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 empyrean regains spent legendary actions at the start of its turn. ***Innate Spellcasting.*** The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will greater restoration, pass without trace, water breathing, water walk<\/i> * 1/day each commune, dispel evil and good, earthquake, fire storm, plane shift <\/i>(self only) ***Legendary Resistance (3/Day).*** If the empyrean fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The empyrean has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The empyrean's weapon attacks are magical. ***Trembling Strike (Costs 2 Actions).*** The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.","actions":"***Bolt.*** Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder. ***Maul.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn."} {"creature_name":"Encephalon Gorger","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"20 (+5)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, deep speech, telepathy 120 ft.","skills":"Perception +5, Stealth +6","speed":"30 ft.","hit_points":"71 (11d8 + 22)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Alien Mind.*** Encephalon gorgers can maintain concentration on 3 simultaneous spell effects. ***Mind Screen.*** The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts<\/i>, telepathy, or the like), it must succeed on a DC 15 Intelligence saving throw or be driven insane, gaining a flaw from the Indefinite Madness table (see the SRD). On a successful save, the creature is confused for 1 minute (as the confusion<\/i> spell). ***Mindsense.*** The encephalon gorger is aware of the presence of creatures within 300 feet of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, as well as the creature's approximate Intelligence score (within 3 points). Creatures under the effects of magic that protects the mind cannot be detected by the encephalon gorger.","actions":"***Adrenal Surge (2/day).*** The encephalon gorger surges with adrenaline until the end of its turn. While under this effect, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throw, and it gains an additional action on its turn (as the haste spell). ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the encephalon gorger can only use its Mindfeed on the grappled creature and has advantage on attack rolls to do so. ***Mindfeed.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the encephalon gorger. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 15 Intelligence saving throw, or take 33 (6d10), and the target's Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a long rest. ***Multiattack.*** The encephalon gorger makes two attacks with its claws and uses Mindfeed if it has a creature grappled."} {"creature_name":"Enchanter","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"any four languages","skills":"Arcana +6, History +6","speed":"30 ft.","hit_points":"40 (9d8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +6, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher).*** The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. ***Spellcasting.*** The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared * Cantrips (at will) friends, mage hand, mending, message<\/i> * 1st level (4 slots) charm person\\*, mage armor, magic missile<\/i> * 2nd level (3 slots) hold person\\*, invisibility, suggestion* <\/i> * 3rd level (3 slots) fireball, haste, tongues<\/i> * 4th level (3 slots) dominate beast\\*, stoneskin<\/i> * 5th level (2 slots) hold monster* <\/i> *Enchantment spell of 1st level or higher","actions":"***Quarterstaff.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Eonic Drifter","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"14 (+2)","CON":"14 (+2)","INT":"18 (+4)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, eonic, giant, sylvan","skills":"Arcana +6, History +6","speed":"30 ft.","hit_points":"65 (10d8 + 20)","armor_class":"13 (leather armor)","senses":", passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Drift Backward (1/Day).*** A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds. ***Drift Forward (2/Day).*** The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self. ***Multiattack.*** The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward. ***Time Warping Staff.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage."} {"creature_name":"Erina Defender","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, erina","skills":"Athletics +4, Perception +3","speed":"20 ft., burrow 20 ft.","hit_points":"44 (8d6 + 16)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hardy.*** The erina has advantage on saving throws against poison. ***Keen Smell.*** The erina has advantage on Wisdom (Perception) checks that rely on smell. ***Protect.*** The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender. ***Spines.*** An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage.","actions":"***Multiattack.*** The erina defender makes two attacks. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)"} {"creature_name":"Erina Scrounger","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"12 (+1)","CON":"14 (+2)","INT":"13 (+1)","WIS":"10 (+0)","CHA":"11 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"common, erina","skills":"","speed":"20 ft., burrow 20 ft.","hit_points":"22 (4d6 + 8)","armor_class":"12 (leather armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hardy.*** The erina has advantage on saving throws against poison. ***Keen Smell.*** The erina has advantage on Wisdom (Perception) checks that rely on smell. ***Spines.*** An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.","actions":"***Dagger.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Sling.*** Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."} {"creature_name":"Erinyes","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"16 (+3)","CON":"18 (+4)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"30 ft., fly 60 ft.","hit_points":"153 (18d8+72)","armor_class":"18 (plate)","senses":"truesight 120 ft.","saving_throws":"DEX +7, CON +8, WIS +6, CHA +8","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Hellish Weapons.*** The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). ***Magic Resistance.*** The erinyes has advantage on saving throws against spells and other magical effects. ***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.","actions":"***Longbow.*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. ***Longsword.*** 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 13 (3d8) poison damage. ***Multiattack.*** The erinyes makes three attacks ***Variant: Rope of Entanglement.*** Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks."} {"creature_name":"Eternal Flame Guardian","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"13 (+1)","CON":"14 (+2)","INT":"8 (-1)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common","skills":"Intimidation +3, Perception +2","speed":"30 ft.","hit_points":"45 (7d8+14)","armor_class":"17 (breastplate, shield; 15 while using a crossbow)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flaming Weapon (Recharges after a Short or Long Rest).*** As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. ***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. ***Multiattack.*** The guard makes two melee attacks."} {"creature_name":"Eternal Flame Priest","creature_source":"Elemental Evil","STR":"12 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, ignan","skills":"Deception +5, Intimidation +5, Religion +2","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) control flames, create bonfire, fire bolt, light, minor illusion<\/i> * 1st level (4 slots) burning hands, expeditious retreat, mage armor<\/i> * 2nd level (3 slots) blur, scorching ray<\/i> * 3rd level (2 slots) fireball<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Ettercap","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"15 (+2)","CON":"13 (+1)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3, Stealth +4, Survival +3","speed":"30 ft., climb 30 ft.","hit_points":"44 (8d8+8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The ettercap ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned 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. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. ***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws. ***Variant: Web Garrote.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. ***Web (Recharge 5-6).*** Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage."} {"creature_name":"Ettin","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"8 (-1)","CON":"17 (+3)","INT":"6 (-2)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant, orc","skills":"Perception +4","speed":"40 ft.","hit_points":"85 (10d10+30)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ***Wakeful.*** When one of the ettin's heads is asleep, its other head is awake.","actions":"***Battleaxe.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Morningstar.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar."} {"creature_name":"Evil Mage","creature_source":"Lost Mine Of Phandelver","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic, dwarvish, elvish","skills":"Arcana +5, History +5","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"12","senses":"","saving_throws":"INT +5, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list * Cantrips (at will) light, mage hand, shocking grasp<\/i> * 1st Level (4 slots) charm person, magic missile<\/i> * 2nd Level (3 slots) hold person, misty step<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage."} {"creature_name":"Evoker","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":5000,"creature_cr":9,"languages":"any four languages","skills":"Arcana +7, History +7","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +7, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Sculpt Spells.*** When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. ***Spellcasting.*** The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared Cantrips (at will) fire bolt* , light* , prestidigitation, ray of frost* <\/i> 1st level (4 slots) burning hands* , mage armor, magic missile* <\/i> 2nd level (3 slots) mirror image, misty step, shatter* <\/i> 3rd level (3 slots) counterspell, fireball* , lightning bolt* <\/i> 4th level (3 slots) ice storm* , stoneskin<\/i> 5th level (2 slots) Bigby's hand* , cone of cold* <\/i> 6th level (1 slot) chain lightning* , wall of ice* <\/i> *Evocation spell","actions":"***Quarterstaff.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Eye Golem","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"9 (-1)","CON":"20 (+5)","INT":"5 (-3)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"understands the language of its creator, but can't speak","skills":"Perception +8","speed":"30 ft.","hit_points":"157 (15d10 + 75)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 18","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Gaze of Ancient Light (Recharge 6).*** The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn. ***Multiattack.*** The golem makes two melee attacks. ***Primal Voice of Doom (1/Day).*** The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected. ***Shoot into the Sun (1 minute/day).*** When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."} {"creature_name":"Eye Killer","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"16 (+3)","CON":"14 (+2)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Perception +5, Stealth +5","speed":"30 ft.","hit_points":"65 (10d8 + 20)","armor_class":"13","senses":"darkvision 120 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Sunlight Vulnerability.*** If a source of sunlight is brought within 5 feet of the eye killer, the eye killer becomes frightened for 1 minute. While frightened, the eye killer must end any grapple it is maintaining and use its action to Dash away from the source of sunlight.","actions":"***Death Ray (1/day).*** If the eye killer begins its turn within an area of bright light or dim light, it can immediately douse that source of light if it is created by a spell of 3rd level or lower. When it does so, it absorbs and redirects the light in a 60-foot line that is 5 feet across. Creatures in the area must make a DC 13 Dexterity saving throw. On a failed saving throw, the target drops to 0 hit points and begins dying. On a successful saving throw, the target takes 10 (3d6) radiant damage. ***Tail Slap.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target is grappled (escape DC 13). At the beginning of each of the eye killer's turns, a grappled creature takes 14 (2d10 + 3) bludgeoning damage."} {"creature_name":"Eye of the Deep","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"10 (+0)","CON":"14 (+2)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"aquan, common, deep speech","skills":"Perception +4","speed":"5 ft., swim 20 ft.","hit_points":"117 (18d8 + 36)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The eye of the deep can breathe in both air and water. ***Flyby.*** The eye of the deep doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Hyper-Awareness.*** An eye of the deep's eye stalks allow it to see in all directions at once. It cannot be surprised. ***Stun Cone.*** An eye of the deep's central eye produces a cone extending straight ahead from its front to a range of 30 feet. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. All creatures in this area must succeed on a DC 15 Constitution saving throw or be stunned 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.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. ***Eye Rays.*** Each of the creature's eyes stalks can produce a magical ray once per round. The creature can aim both of its eye rays in any direction and they have a range of 150 feet. ***Multiattack.*** The eye of the deep makes three attacks: one with its bite and two with its pincers. ***Pincers.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if the eye of the deep isn't already grappling a creature, and the target is restrained until the grapple ends. 1. ***Paralytic Ray.*** Using its left eye, the eye of the deep unleashes a powerful paralytic beam. The target must make a DC 15 Wisdom saving throw or be paralyzed 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. 2. ***Enfeeblement Ray.*** Using its right eye, the eye of the deep unleashes a powerful ray of enfeeblement. The target must make a DC 15 Wisdom saving throw or deal half damage with all attacks that use Strength 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. 3. ***Major Image.*** The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep's line of sight. Seeing through the illusion requires a successful DC 15 Intelligence (Investigation) check."} {"creature_name":"Ezmerelda d'Avenir","creature_source":"Curse Of Strahd","STR":"14 (+2)","DEX":"19 (+4)","CON":"16 (+3)","INT":"16 (+3)","WIS":"11 (0)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic good","creature_xp":3900,"creature_cr":8,"languages":"common, elvish","skills":"Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight Of Hand +7, Stealth +7, Survival +6","speed":"30 ft.","hit_points":"82 (11d8+33)","armor_class":"17 (studded leather armor +1)","senses":"","saving_throws":"WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Special Equipment.*** In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes. ***Spellcasting.*** Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared * Cantrips (at will) fire bolt, light, mage hand, prestidigitation<\/i> * 1st level (4 slots) protection from good and evil, magic missile, shield<\/i> * 2nd level (3 slots) darkvision, knock, mirror image<\/i> * 3rd level (3 slots) clairvoyance, lightning bolt, magic circle<\/i> * 4th level (1 slot) greater invisibility<\/i>","actions":"***Curse (Recharges after a Long Rest).*** Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage. ***Evil Eye (Recharges after a Short or Long Rest).*** Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. ***Handaxe +1.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage. ***Multiattack.*** Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. ***Rapier +1.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. ***Silvered Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Faerie Dragon (Blue)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Green)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Indigo)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Orange)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each color spray, dancing lights, mage hand, minor illusion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Red)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each dancing lights, mage hand, minor illusion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Violet)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. 1/day each color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Faerie Dragon (Yellow)","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"20 (+5)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"draconic, sylvan","skills":"Arcana +4, Perception +3, Stealth +7","speed":"10 ft., fly 60 ft.","hit_points":"14 (4d4+4)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. * 1/day each color spray, dancing lights, mage hand, minor illusion, mirror image<\/i> ***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. ***Magic Resistance.*** The faerie dragon has advantage on saving throws against spells and other magical effects. ***Superior Invisibility.*** As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. ***The Colors of Age.*** A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Red - 5 years or less Orange - 6-10 years Yellow - 11-20 years Green - 21-30 years Blue - 31-40 years Indigo - 41-50 years Violet - 51 years or more A green or older faerie dragon's CR increases to 2.","actions":"* ***1-4.*** The target takes no action or bonus action and uses all of its movement to move in a random direction. * ***5-6.*** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. ***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:"} {"creature_name":"Fallen Empyreal Angel","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"18 (+4)","CON":"20 (+5)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"large","creature_type":"celestial","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"all, telepathy 120 ft.","skills":"Insight +8, Intimidation +9, Perception +8","speed":"40 ft., fly 70 ft.","hit_points":"157 (15d10 + 75)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft., blindsight 30 ft., passive","saving_throws":"DEX +8, CON +9","damage_immunities":"acid, cold, necrotic","damage_resistances":"lightning, fire; bludgeoning,","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Aura of Hopelessness.*** The fallen empyreal can activate or deactivate this feature as a bonus action. While active, all creatures within 30 feet of it suffer 10 (3d6) necrotic damage at the beginning of each of the fallen empyreal's turns. The first time a creature enters or starts its turn in the area it 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. ***Demonic Weapons.*** The empyreal's weapon attacks are magical. When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack). ***Innate Spellcasting.*** The empyreal's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The empyreal can innately cast the following spells, requiring only verbal components At will detect evil and good, darkness, dispel magic, fear, invisibility, plane shift 5/day each bestow curse, inflict wounds 3/day each blade barrier, flame strike, scorching ray 1/day each circle of death, create undead ***Magic Resistance.*** The empyreal has advantage on saving throws against spells and other magical effects. Perception 18\" piercing, slashing from nonmagical weapons\"","actions":"***Flaming Longsword.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. ***Multiattack.*** The fallen empyreal makes three attacks with its flaming longsword. ***Necrotic Blast (Recharge 5-6).*** A fallen empyreal can unleash a blast of necrotic energy in a 30-foot radius centered on itself. All creatures in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one."} {"creature_name":"Fanged Sea Serpent","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"5 (-3)","WIS":"11 (+0)","CHA":"6 (-2)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"aquan, draconic","skills":"Athletics +7, Perception +3","speed":"0 ft., swim 40 ft.","hit_points":"93 (11d10 + 33)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Amphibious.*** The fanged serpent can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the sea serpent cannot grapple another target. While the fanged serpent has a creature grappled in its bite, it cannot bite a different creature, and has advantage on bite attacks against the grappled creature. ***Roll.*** One target that the fanged serpent has grappled takes 21 (6d6) slashing damage as the fanged serpent rolls quickly. After this damage is dealt, the target is no longer grappled."} {"creature_name":"Far Darrig","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"16 (+3)","CON":"17 (+3)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common, elvish, sylvan","skills":"Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6","speed":"20 ft.","hit_points":"104 (16d6 + 48)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +5, CON +7, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Enchanted Glaive Maneuvers.*** A far darrig can magically extend or shrink its antler glaive to give it either a 10-foot or 5-foot reach. ***Innate Spellcasting.*** The far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will calm emotions, charm animal <\/i>(as charm person<\/i> but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk, magic weapon <\/i>(antler glaive only), speak with animals<\/i> * 3/day each barkskin, conjure woodland beings, hold animal <\/i>(as hold person<\/i> but affects beasts only), jump, longstrider<\/i> * 1/day each commune with nature, freedom of movement, nondetection, tree stride<\/i>","actions":"***Antler Glaive.*** Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs. ***Multiattack.*** The far darrig makes four antler glaive attacks."} {"creature_name":"Fate Eater","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"12 (+1)","CON":"14 (+2)","INT":"18 (+4)","WIS":"16 (+3)","CHA":"9 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"telepathy 100 ft.","skills":"Arcana +7, History +7, Insight +6, Religion +7","speed":"40 ft., climb 40 ft.","hit_points":"182 (28d8 + 56)","armor_class":"16 (natural armor)","senses":"truesight 60 ft., passive perception 13","saving_throws":"CON +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, unconscious","abilities":"***Innate Spellcasting.*** The fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components 1/day each blink, hallucinatory terrain ***Visionary Flesh.*** Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage. ***Spectral Bite.*** When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw: 1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds 2- Untied from the Loom: Character's speed is randomized for four rounds. Roll 3d20 at the start of each of the character's turns to determine his or her speed in feet that turn 3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill 4- Not So Fast: Loses the use of one class ability, chosen at random 5- Lost Potential: Loses 1 point from one randomly chosen ability score 6- Took the Lesser Path: The character's current hit point total becomes his or her hit point maximum Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic."} {"creature_name":"Fathomer","creature_source":"Elemental Evil","STR":"14 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"aquan, common","skills":"Arcana +2, Perception +4, Stealth +4","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"10 (13 with mage armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Olhydra's Armor (Human Form Only).*** The fathomer can cast mage armor at will, without expending material components. ***Shapechanger (2/day).*** The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. ***Spellcasting (Human Form Only).*** The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells * Cantrips (at will) chill touch, eldritch blast, mage hand<\/i> * 1st level armor of Agathys, expeditious retreat, hex<\/i> * 2nd level invisibility<\/i> * 3rd level vampiric touch<\/i>","actions":"***Constrict (Serpent Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target. ***Dagger (Human Form Only).*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Fear Smith","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"17 (+3)","CON":"14 (+2)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, elvish, sylvan","skills":"Intimidate +6, Stealth +7","speed":"40 ft., climb 15 ft.","hit_points":"123 (19d8 + 38)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., passive perception 12","saving_throws":"WIS +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from weapons that aren't made of cold iron","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Distortion Gaze.*** Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw. ***Hidden Eye.*** The fear smith has advantage on saving throws against the blinded condition. ***Innate Spellcasting.*** The fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components At will detect thoughts, fear 2/day each charm person, command, confusion ***Magic Resistance.*** The fear smith has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., 1 creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount. ***Heartstopping Stare.*** The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount. ***Multiattack.*** The fear smith makes three claw attacks."} {"creature_name":"Feathergale Knight","creature_source":"Elemental Evil","STR":"14 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"auran, common","skills":"Animal Handling +2, History +2","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"16 (scale)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell * Cantrips (at will) gust, light, message, ray of frost<\/i> * 1st level (2 slots) expeditious retreat, feather fall<\/i>","actions":"***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. ***Multiattack.*** The knight makes two melee attacks. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Fellforged","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"12 (+1)","CON":"17 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"any languages it knew in life","skills":"","speed":"30 ft.","hit_points":"135 (18d8 + 54)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"STR +8","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Expelled Spirit.*** While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit. ***Sunlight Sensitivity.*** While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Unnatural Aura.*** All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.","actions":"***Multiattack.*** The fellforged makes two necrotic slam attacks. ***Necrotic Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Violent Escapement.*** With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed."} {"creature_name":"Female Steeder","creature_source":"Out Of The Abyss","STR":"15 (+2)","DEX":"16 (+3)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"-","skills":"Stealth +7","speed":"30 ft., climb 30 ft.","hit_points":"30 (4d10+8)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Leap.*** The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet. ***Spider Climb.*** The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. ***Sticky Leg (Recharges when the Steeder Has No Creatures Grappled.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)"} {"creature_name":"Ferrous Worm","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +7","speed":"30 ft., burrow 30 ft.","hit_points":"27 (5d8 + 2)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"CON +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Camouflage.*** The ferrous worm has advantage on Dexterity (Stealth) checks made to hide in rocky terrain and treasure piles. ***Earth Glide.*** The ferrous worm can burrow through nonmagical, unworked earth and stone. While doing so, the ferrous worm doesn't disturb the material it moves through. ***Treasure Sense.*** The ferrous worm can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and take an additional 10 (3d6) poison damage each day until cured. The poison can only be cured by magical means such as lesser restoration<\/i>."} {"creature_name":"Fext","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"16 (+3)","CON":"1 (-5)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"any alignment","creature_xp":2300,"creature_cr":6,"languages":"the languages spoken by its patron","skills":"Perception +4","speed":"30 ft.","hit_points":"60 (11d8+11)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +6, WIS +4, CHA +7","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage with nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components At will hex 3/day each counterspell, fear, gaseous form 1/day each hold monster, true seeing ***Magic Resistance.*** The fext has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The fext's weapon attacks are magical. ***Patron Blessing.*** A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.","actions":"***Eldritch Blade.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage. ***Eldritch Fury.*** Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage. ***Multiattack.*** The fext makes two melee or ranged attacks."} {"creature_name":"Feyward Tree","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"10 (+0)","CON":"18 (+4)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"6 (-2)","creature_size":"huge","creature_type":"construct","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Perception +3","speed":"20 ft.","hit_points":"94 (9d12 + 36)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"CON +7, WIS +3, CHA +1","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Contractibility and Conductivity.*** Certain spells and effects function differently against feyward trees A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds. A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects. ***Immutable Form.*** The feyward tree is immune to any spell or effect that would alter its form. ***Magic Resistance.*** A feyward tree has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The feyward tree's weapon attacks are magical. ***Warden's Reach.*** Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach.","actions":"***Flaying Leaves (Recharge 5-6).*** The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-footradius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one. ***Multiattack.*** The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it. ***Razor-Leafed Branch.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage."} {"creature_name":"Fidele Angel","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"18 (+4)","CON":"14 (+2)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":1800,"creature_cr":5,"languages":"common, celestial, infernal","skills":"Insight +6, Perception +6","speed":"40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form)","hit_points":"104 (16d8 + 32)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +7, CON +5, INT +5, WIS +6, CHA +7","damage_immunities":"acid, cold","damage_resistances":"fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, petrified, poisoned","abilities":"***Ever Touching.*** Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally. ***Innate Spellcasting.*** The angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will guidance, light, purify food and drink, spare the dying 3/day cure wounds, scorching ray (5 rays) 1/day bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good ***Magic Resistance.*** The angel has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The angel's weapon attacks are magical while it is in eagle form. ***Shapechange.*** The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form. ***To My Lover's Side.*** If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite. ***Unshakeable Fidelity.*** Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other.","actions":"***+1 Longbow (Mortal or Angel Form Only).*** Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. ***+1 Longsword (Mortal or Angel Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+ 6) slashing damage if used with two hands. ***Beak (Eagle Form Only).*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. ***Multiattack.*** The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack. ***Talons (Eagle Form Only).*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."} {"creature_name":"Fire Dancer Swarm","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"20 (+5)","CON":"16 (+3)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"swarm","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"ignan","skills":"","speed":"30 ft., fly 30 ft. (hover)","hit_points":"90 (12d8 + 36)","armor_class":"15","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","abilities":"***Fire Form.*** A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. ***Illumination.*** The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. ***Water Susceptibility.*** For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.","actions":"***Swarm.*** Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points."} {"creature_name":"Fire Elemental","creature_source":"Monster Manual","STR":"10 (0)","DEX":"17 (+3)","CON":"16 (+3)","INT":"6 (-2)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"ignan","skills":"","speed":"50 ft.","hit_points":"102 (12d10+36)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. ***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. ***Water Susceptibility.*** For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.","actions":"***Multiattack.*** The elemental makes two touch attacks. ***Touch.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns."} {"creature_name":"Fire Elemental Myrmidon","creature_source":"Elemental Evil","STR":"13 (+1)","DEX":"18 (+4)","CON":"15 (+2)","INT":"9 (-1)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"ignan, one language of its creator's choice","skills":"","speed":"40 ft.","hit_points":"117 (18d8+36)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, petrified, poisoned, prone","abilities":"***Illumination.*** The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. ***Magic Weapons.*** The myrmidon's weapon attacks are magical. ***Water Susceptibility.*** For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.","actions":"***Fiery Strikes (Recharge 6).*** The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. ***Multiattack.*** The myrmidon makes three scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."} {"creature_name":"Fire Giant","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"9 (-1)","CON":"23 (+6)","INT":"10 (0)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"huge","creature_type":"giant","creature_alignment":"lawful evil","creature_xp":5000,"creature_cr":9,"languages":"giant","skills":"Athletics +11, Perception +6","speed":"30 ft.","hit_points":"162 (13d12+78)","armor_class":"18 (plate)","senses":"","saving_throws":"DEX +3, CON +10, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Siege Monster.*** The giant deals double damage to objects and structures. ***Tackle.*** When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.","actions":"***Greatsword.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. ***Multiattack.*** The giant makes two greatsword attacks. ***Rock.*** Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage."} {"creature_name":"Fire Giant Dreadnought","creature_source":"Volos Guide","STR":"27 (+8)","DEX":"9 (-1)","CON":"23 (+6)","INT":"8 (-1)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"huge","creature_type":"giant (fire giant)","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"giant","skills":"Athletics +13, Perception +5","speed":"30 ft.","hit_points":"187 (15d12+90)","armor_class":"21 (plate, shields)","senses":"","saving_throws":"DEX +4, CON +11, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dual Shields.*** The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.","actions":"***Fireshield.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. ***Multiattack.*** The giant makes two fireshield attacks. ***Rock.*** Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage. ***Shield Charge.*** The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone."} {"creature_name":"Fire Goblin","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"18 (+4)","CON":"13 (+1)","INT":"16 (+3)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, goblin, sylvan","skills":"Deception +4, Perception +3, Stealth +7","speed":"20 ft.","hit_points":"45 (10d6 + 10)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"DEX +7, CON +4","damage_immunities":"fire","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Flaming Arrows.*** Fire goblins are adept at manufacturing flaming arrows, and coupled with their produce flame cantrip, a fire goblin with prepared arrows (wrapped and treated to be easily flammable) may set up to 2 arrows on fire as a seamless part of each turn's attack, without requiring a separate action. Preparing an arrow for such a use still takes the normal amount of time but can be done in advance and saved for a later battle. ***Innate Spellcasting.*** The fire goblin's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fire goblin can innately cast the following spells, requiring no material components * At will fire bolt, produce flame<\/i> * 3/day each burning hands, flame blade, flaming sphere, heat metal<\/i> * 1/day fireball, wall of fire<\/i>","actions":"***Battleaxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. ***Fire Breath (Recharge 5-6).*** The goblin exhales fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The fire goblin can make two attacks with its flaming arrows using its shortbow. ***Shortbow.*** Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage."} {"creature_name":"Fire Lizard","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"10 (+0)","CON":"20 (+5)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":8400,"creature_cr":12,"languages":"--","skills":"","speed":"30 ft.","hit_points":"138 (12d12 + 60)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Rampage.*** When the fire lizard reduces a creature to 0 hit points with a melee attack on its turn, the fire lizard can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. ***Claws.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 +7) slashing damage. ***Fire Breath (Recharge 5-6).*** The fire lizard exhales a blast of fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity savings throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. ***Multiattack.*** The fire lizard makes three attacks: one with its bite and two with its claws."} {"creature_name":"Fire Nymph","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"16 (+3)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"medium","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"common, ignan","skills":"","speed":"30 ft.","hit_points":"16 (3d8 + 3)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burn.*** Any creature that touches the nymph or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. ***Innate Spellcasting.*** The fire nymph's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fire nymph can innately cast each of the following spells, requiring no material components * At will burning hands, flame blade, flaming sphere, produce flame<\/i> * 1/day fire shield<\/i> ***Magic Resistance.*** The fire nymph has advantage on saving throws against spells and other magical effects.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 10 (3d6) fire damage. ***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 10 (3d6) fire damage. ***Multiattack.*** The fire nymph makes two attacks: one with its dagger and one with its fist."} {"creature_name":"Fire Phantom","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"14 (+2)","CON":"13 (+1)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic neutral","creature_xp":2300,"creature_cr":6,"languages":"ignan","skills":"","speed":"30 ft.","hit_points":"49 (9d8 + 9)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed, frightened, paralyzed, poisoned, unconscious","abilities":"***Brutal Critical.*** The fire phantom can roll one additional weapon damage when determining the extra damage for a critical hit with a melee attack. ***Death Throes.*** When the fire phantom dies, it explodes, and each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. ***Fire Form.*** A creature that touches the fire phantom or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. ***Reckless.*** At the start of its turn, the fire phantom can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn.","actions":"***Fire Blast.*** Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. ***Fist of Fire.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. ***Multiattack.*** The fire phantom makes two fist of fire attacks."} {"creature_name":"Fire Snake","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"14 (+2)","CON":"11 (0)","INT":"7 (-2)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands ignan but can't speak","skills":"","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Heated Body.*** A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. ***Multiattack.*** The snake makes two attacks: one with its bite and one with its tail. ***Tail.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage."} {"creature_name":"Fire Whale","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"13 (+1)","CON":"22 (+6)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"Perception +5","speed":"swim 40 ft.","hit_points":"175 (14d12 + 84)","armor_class":"14 (natural armor)","senses":"blindsight 120 ft., passive perception 15","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The whale can't use its blindsight while deafened. ***Hold Breath.*** The whale can hold its breath for 30 minutes. ***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (7d6 + 10) piercing damage. ***Multiattack.*** The fire whale makes two attacks: one with its bite and one with its tail slap. ***Scalding Blast (Recharge 5-6).*** A fire whale can release a blast of superheated air in a 60-foot cone from its blowhole that scalds or burns those contacting it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a successful one. ***Tail Slap.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage."} {"creature_name":"Firebird","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"19 (+4)","CON":"14 (+2)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"21 (+5)","creature_size":"small","creature_type":"celestial","creature_alignment":"neutral good","creature_xp":1100,"creature_cr":4,"languages":"celestial, common, elvish, primordial, sylvan","skills":"Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5","speed":"20 ft., fly 100 ft.","hit_points":"99 (18d6 + 36)","armor_class":"16 (natural armor)","senses":"truesight 60 ft., passive perception 17","saving_throws":"DEX +6, CON +4, INT +5, WIS +4, CHA +7","damage_immunities":"fire","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, invisible","abilities":"***Innate Spellcasting.*** The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components At will guidance, purify food and drink, speak with animals 3/day each charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues 1/day each geas, heal, reincarnate ***Light of the World.*** The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch. ***Warming Presence.*** The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage. ***Blinding Ray (Recharge 5-6).*** The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage. ***Multiattack.*** The firebird makes one bite attack and two claw attacks."} {"creature_name":"Firegeist","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"18 (+4)","CON":"10 (+0)","INT":"4 (-3)","WIS":"16 (+3)","CHA":"6 (-2)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"primordial","skills":"Perception +5","speed":"40 ft.","hit_points":"87 (25d6)","armor_class":"14","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Hide By Firelight.*** In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire. ***Illumination.*** The firegeist sheds dim light in a 30-foot radius. ***Magical Light Sensitivity.*** While in magical light, the firegeist has disadvantage on attack rolls and ability checks. ***Water Susceptibility.*** For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.","actions":"***Combustion Touch (Recharge 5-6).*** The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. ***Multiattack.*** The firegeist makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage."} {"creature_name":"Firenewt Warlock of Imix","creature_source":"Volos Guide","STR":"13 (+1)","DEX":"11 (0)","CON":"12 (+1)","INT":"9 (-1)","WIS":"11 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (firenewt)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"draconic, ignan","skills":"","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"10 (13 with mage armor)","senses":"darkvision 120 ft. (penetrates magical darkness)","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The firenewt can breathe air and water. ***Imix's Blessing.*** When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. ***Innate Spellcasting.*** The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. ***Spellcasting.*** The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) fire bolt, guidance, light, mage hand, prestidigitation<\/i> * 1st-2nd level (2 2nd-level slots) burning hands, flaming sphere, hellish rebuke, scorching ray<\/i>","actions":"***Morningstar.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage."} {"creature_name":"Firenewt Warrior","creature_source":"Volos Guide","STR":"10 (0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"7 (-2)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (firenewt)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"draconic, ignan","skills":"","speed":"30 ft.","hit_points":"22 (4d8+4)","armor_class":"16 (chain shirt, shield)","senses":"","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The firenewt can breathe air and water.","actions":"***Multiattack.*** The firenewt makes two attacks with its scimitar. ***Scimitar.*** Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage. ***Spit Fire (Recharges after a Short or Long Rest).*** The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one"} {"creature_name":"Flab Giant","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"6 (-2)","CON":"16 (+3)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"dwarvish, giant","skills":"Perception +3","speed":"20 ft.","hit_points":"110 (13d10 + 39)","armor_class":"14 (natural armor)","senses":", passive perception 13","saving_throws":"CON +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Massive.*** A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant.","actions":"***Multiattack.*** The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. ***Squatting Pin.*** The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin."} {"creature_name":"Flail Snail","creature_source":"Volos Guide","STR":"17 (+3)","DEX":"5 (-3)","CON":"20 (+5)","INT":"3 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"10 ft.","hit_points":"52 (5d10+25)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"* ***1-2 *** If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. * ***3-4 *** No additional effect. * ***5-6 *** The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. ***Antimagic Shell.*** The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6 ***Flail Tentacles.*** The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.","actions":"***Flail Tentacle.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. ***Multiattack.*** The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target. ***Scintillating Shell (Recharges after a Short or Long Rest).*** The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. ***Shell Defense.*** The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn."} {"creature_name":"Flame Dragon Wyrmling","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"14 (+2)","CON":"15 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, draconic, ignan","skills":"Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4","speed":"30 ft., climb 30 ft., fly 60 ft.","hit_points":"52 (8d8 + 16)","armor_class":"17 (natural armor)","senses":", passive perception 15","saving_throws":"DEX +4, CON +4, WIS +3, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage plus 3 (1d6) fire damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."} {"creature_name":"Flameskull","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"17 (+3)","CON":"14 (+2)","INT":"16 (+3)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common","skills":"Arcana +5, Perception +2","speed":"0 ft., fly 40 ft. It can hover.","hit_points":"40 (9d4+18)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold, fire, poison","damage_resistances":"lightning, necrotic, piercing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned, prone","abilities":"***Illumination.*** The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action. ***Magic Resistance.*** The flameskull has advantage on saving throws against spells and other magical effects. ***Rejuvenation.*** If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. ***Spellcasting.*** The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared * Cantrips (at will) mage hand<\/i> * 1st level (3 slots) magic missile, shield<\/i> * 2nd level (2 slots) blur, flaming sphere<\/i> * 3rd level (1 slot) fireball<\/i>","actions":"***Fire Ray.*** Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. ***Multiattack.*** The flameskull uses Fire Ray twice."} {"creature_name":"Flamewrath","creature_source":"Elemental Evil","STR":"10 (0)","DEX":"14 (+2)","CON":"16 (+3)","INT":"11 (0)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, ignan","skills":"Arcana +3, Religion +3","speed":"30 ft.","hit_points":"105 (14d8+42)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) control flames, fire bolt, friends, light, minor illusion<\/i> * 1st level (4 slots) burning hands, color spray, mage armor<\/i> * 2nd level (3 slots) scorching ray, suggestion<\/i> * 3rd level (3 slots) fireball, hypnotic pattern<\/i> * 4th level (1 slot) fire shield <\/i>(see Wreathed in Flame) ***Wreathed in Flame.*** For the flamewrath, the warm version of the fire shield spell has a duration of \"until dispelled.\" The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Flesh Golem","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"9 (-1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"construct","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"93 (11d8+44)","armor_class":"9","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ***Berserk.*** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Lightning Absorption.*** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Flind","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"10 (0)","CON":"19 (+4)","INT":"11 (0)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, gnoll","skills":"Intimidation +5, Perception +5","speed":"30 ft.","hit_points":"127 (15d8+60)","armor_class":"16 (chain mail)","senses":"darkvision 60 ft.","saving_throws":"CON +8, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aura of Blood Thirst.*** If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.","actions":"***Flail of Madness.*** Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. ***Flail of Pain.*** Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage. ***Flail of Paralysis.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. ***Multiattack.*** The flind makes three attacks: one with each of its different flail attacks or three with its longbow."} {"creature_name":"Flumph","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"15 (+2)","CON":"10 (0)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"small","creature_type":"aberration","creature_alignment":"lawful good","creature_xp":25,"creature_cr":0.125,"languages":"understands undercommon but can't speak, telepathy 60 ft.","skills":"Arcana +4, History +4, Religion +4","speed":"5 ft., fly 30 ft.","hit_points":"7 (2d6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"psychic","condition_immunities":"","abilities":"***Advanced Telepathy.*** The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. ***Prone Deficiency.*** If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. ***Telepathic Shroud.*** The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.","actions":"***Stench Spray (1/Day).*** Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. ***Tendrils.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage."} {"creature_name":"Flutterflesh","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"18 (+4)","CON":"17 (+3)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"common, darakhul","skills":"Deception +4, Perception +5, Stealth +8","speed":"10 ft., Fly 60 ft.","hit_points":"187 (22d10 + 66)","armor_class":"16 (natural armor)","senses":"darkvision 240 ft., passive perception 15","saving_throws":"STR +4, DEX +8","damage_immunities":"necrotic, poison","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"radiant","condition_immunities":"charmed, paralyzed, exhaustion, poison, stunned, unconscious","abilities":"***Creeping Death.*** A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. ***Magic Weapons.*** The flutterflesh's attacks are magical. ***Regeneration.*** The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Turn Resistance.*** The flutterflesh has advantage on saving throws against any effect that turns undead.","actions":"***Bone Spur.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage. ***Multiattack.*** The flutterflesh makes two bone spur attacks or two tormenting gaze attacks. ***Slash.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted. ***Tormenting Gaze.*** A target creature within 120 feet and able to see the flutterflesh must make a DC 15 Wisdom saving throw. The creature takes 18 (4d8) psychic damage and becomes paralyzed for 1d4 rounds on a failure, and half damage and isn't paralyzed with a success . Tormenting gaze can't be used against the same target twice in a single turn."} {"creature_name":"Fly Dragon","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"30 (+10)","CON":"24 (+7)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"19 (+4)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"any alignment","creature_xp":20000,"creature_cr":18,"languages":"common, draconic","skills":"Arcana +10, Deception +10, History +10, Intimidation +10, Perception +9, Stealth +16","speed":"5 ft., fly 60 ft.","hit_points":"275 (29d4 + 203)","armor_class":"20","senses":"truesight 120 ft., passive perception 19","saving_throws":"DEX +16, CON +13, WIS +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cantrip.*** The fly dragon casts a cantrip. ***Cast a Spell (Costs 3 Actions).*** The fly dragon casts a spell from its list of prepared spells, using a spell slot as normal. At an initiative of 20, losing to ties, a fly dragon defending its lair can take a lair action to cause one of the following effects. The fly dragon can't use the same effect two rounds in a row. ***Detect.*** The fly dragon makes a Wisdom (Perception) check. The fly 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 fly dragon regains spent legendary actions at the start of its turn. ***Legendary Resistance (3/day).*** If the fly dragon fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The fly dragon has advantage on saving throws against spells and other magical effects. ***Move.*** The fly dragon moves up to its speed without provoking opportunity attacks. ***Noxious Fumes.*** Volcanic gases form a cloud in a 20-foot radius sphere centered on a point the fly dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until the initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. ***Searing Wind.*** Super-heated air erupts from one or more passages the fly dragon can see, filling one or more entire chambers of no more than a 20-foot radius total with a searing wind. Each creature in the area must make a DC 16 Constitution save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. ***Spellcasting.*** The fly dragon is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The fly dragon's spells require no material components, and individual fly dragons know different sets of spells. A typical list is provided below * Cantrips (at will) fire bolt, mage hand, message, minor illusion, prestidigitation, shocking grasp<\/i> * 1st level (4/day) detect magic<\/i> * 2nd level (3/day) darkness, suggestion<\/i> * 3rd level (3/day) haste<\/i> * 4th level (3/day) confusion, greater invisibility, wall of fire<\/i> * 5th level (3/day) hold monster, telekinesis<\/i> * 6th level (2/day) chain lightning, globe of invulnerability<\/i> * 7th level (2/day) plane shift, teleport<\/i> * 8th level (1/day) dominate monster<\/i> * 9th level (1/day) time stop<\/i> ***Unstable Footing.*** A tremor shakes the lair in a 40-foot radius around the fly dragon. Each creature other than the fly dragon in contact with the ground, walls, or ceilings in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) piercing damage plus 7 (2d6) fire damage. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 40-foot cone. Creatures in the area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 60 feet of the fly dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fly dragon's Frightful Presence for the next 24 hours. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws."} {"creature_name":"Flying Monkey","creature_source":"Tomb Of Annihilation","STR":"8 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"20 ft., climb 20 ft., fly 30 ft.","hit_points":"3 (1d6)","armor_class":"12","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +l to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage."} {"creature_name":"Flying Snake","creature_source":"Monster Manual","STR":"4 (-3)","DEX":"18 (+4)","CON":"11 (0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"5 (2d4)","armor_class":"14","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage."} {"creature_name":"Flying Sword","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"11 (0)","INT":"1 (-5)","WIS":"5 (-3)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"0 ft., fly 50 ft. It can hover.","hit_points":"17 (5d6)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"DEX +4","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","abilities":"***Antimagic Susceptibility.*** The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***False Appearance.*** While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.","actions":"***Longsword.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage."} {"creature_name":"Fogwarden","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"auran, common","skills":"Perception +4","speed":"fly 40 ft.","hit_points":"27 (5d8 + 5)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"cold, lightning, poison","damage_resistances":"","damage_vulnerabilities":"radiant","condition_immunities":"poisoned","abilities":"***Animate Dead.*** The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet. The animated creatures resemble zombies and are under the control of the fogwarden. If the fogwarden is slain or moves more than 20 feet from a zombie, the animated creature collapses and cannot be animated again. The animated creatures use zombie statistics. ***Electricity Discharge.*** A creature that touches the fogwarden or hits it with a melee attack while within 5 feet of it takes 14 (4d6) lightning damage. If the creature is wielding a metal weapon or wearing metal armor, it must succeed on a DC 14 Constitution saving throw or be stunned until the end of the fogwarden's next turn. ***Gaseous Form.*** While in this form, the fogwarden's only method of movement is a flying speed of 10 feet. The Fogwarden can enter and occupy the space of another creature. The Fogwarden has resistance to nonmagical damage, is still hypersensitive to sunlight, and it has advantage on Strength, Dexterity, and Constitution saving throws. The Fogwarden can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid. The Fogwarden can't fall and remains hovering in the air even when stunned or otherwise incapacitated. ***Innate Spellcasting.*** The fogwarden's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The fogwarden can innately cast the following, requiring no material components. * At will animate dead<\/i> ***Sunlight Hypersensitivity.*** The fogwarden takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Shock.*** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage."} {"creature_name":"Folk Of Leng","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"15 (+2)","CON":"18 (+4)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"22 (+6)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, void speech","skills":"Arcana +4, Deception +8, Perception +5","speed":"30 ft.","hit_points":"68 (8d8 + 32)","armor_class":"14 (studded leather)","senses":", passive perception 15","saving_throws":"DEX +4, WIS +5","damage_immunities":"necrotic","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Innate Spellcasting.*** The folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will comprehend languages, minor illusion<\/i> * 3/day each disguise self, suggestion<\/i> * 1/day each dream, etherealness<\/i> ***Regeneration.*** The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business. ***Void Sailors.*** The folk of Leng can travel the airless void without harm. ***Void Stare.*** The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised.","actions":"***Etheric Harpoon.*** Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered. ***Hooked Spider Net (Recharge 5-6).*** Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage. ***Psychic Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage."} {"creature_name":"Fomorian","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"10 (0)","CON":"20 (+5)","INT":"9 (-1)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"giant, undercommon","skills":"Perception +8, Stealth +3","speed":"30 ft.","hit_points":"149 (13d12+65)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Curse of the Evil Eye (Recharges after a Short or Long Rest).*** With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. ***Evil Eye.*** The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. ***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ***Multiattack.*** The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once."} {"creature_name":"Forest Marauder","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"10 (+0)","CON":"18 (+4)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant, orcish, sylvan","skills":"","speed":"40 ft.","hit_points":"114 (12d10 +48)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Sunlight Sensitivity.*** While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Boar Spear.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. ***Multiattack.*** The forest marauder makes two boar spear attacks. ***Rock.*** Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage."} {"creature_name":"Forgotten One","creature_source":"Tome Of Horrors","STR":"3 (-4)","DEX":"19 (+4)","CON":"11 (+0)","INT":"14 (+2)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, elvish, sylvan","skills":"","speed":"20 ft.","hit_points":"7 (3d4)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., tremorsense 90 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Environmental Awareness.*** The very earth speaks to a forgotten one. It cannot be surprised. ***Innate Spellcasting.*** The forgotten one's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The forgotten one can innately cast the following, requiring no material components. * At will blur<\/i> ***Poison Use.*** Forgotten Ones are skilled in the use of poison.","actions":"***Spear.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage."} {"creature_name":"Four-Armed Gargoyle","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"terran","skills":"","speed":"30 ft., fly 60 ft.","hit_points":"55 (10d8 + 10)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Gore.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The gargoyle makes four attacks: one with its bite, two with its claws, and one gore."} {"creature_name":"Fraughashar","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"sylvan","skills":"Stealth +4","speed":"25 ft.","hit_points":"18 (4d6 + 4)","armor_class":"15 (leather armor, shield)","senses":", passive perception 10","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Frost Walker.*** The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Multiattack.*** The fraughashar makes one bite attack and one dagger attack. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."} {"creature_name":"Fraz-Urb'luu","creature_source":"Out Of The Abyss","STR":"29 (+9)","DEX":"12 (+1)","CON":"25 (+7)","INT":"26 (+8)","WIS":"24 (+7)","CHA":"26 (+8)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"all, telepathy 120 ft.","skills":"Deception +15, Perception +14, Stealth +8","speed":"40 ft., fly 40 ft.","hit_points":"350 (28d10+196)","armor_class":"18 (natural armor)","senses":"truesight 120 ft.","saving_throws":"DEX +8, CON +15, INT +15, WIS +14","damage_immunities":"poison; bludgeoning, piercing, and slashing that is nonmagical","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"Fraz-Urb'luu 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 creautre's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn. ***Innate Spellcasting.*** Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become medium-sized when changing his appearance), detect magic, dispel magic, phantasamal force<\/i> * 3/day each confusion, dream, mislead, programmed illusion, seeming<\/i> * 1/day each mirage arcane, modify memory, project image<\/i> ***Legendary Resistance (3/Day).*** If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Fraz-Urb'luu has advantage on saving throws against spell and other magic effects. ***Magic Weapon.*** Fraz-Urb'luu's weapon attacks are magical. ***Phantasmal Killer (Costs 2 Actions).*** Fraz-Urb'luu casts phantasmal killer, no concentration required. ***Tail.*** Melee Weapon Attack +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. ***Undetectable.*** Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) piercing damage. ***Fist.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. ***Multiattack.*** Fraz-Urb'luu makes three attacks: one with his bite and two with his fists."} {"creature_name":"Froghemoth","creature_source":"Volos Guide","STR":"23 (+6)","DEX":"13 (+1)","CON":"20 (+5)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":5900,"creature_cr":10,"languages":"","skills":"Perception +9, Stealth +5","speed":"50 ft., swim 30 ft.","hit_points":"184 (16d12+80)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"CON +9, WIS +5","damage_immunities":"","damage_resistances":"fire, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The froghemoth can breathe air and water. ***Shock Suscptibility.*** If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns. The froghemoth's gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. ***Multiattack.*** The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. ***Tentacle.*** Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles. ***Tongue.*** The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action."} {"creature_name":"Frost Dwarf","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"12 (+1)","CON":"14 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"medium","creature_type":"humanoid (dwarf)","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, dwarven","skills":"Perception +2","speed":"25 ft.","hit_points":"13 (2d8 + 4)","armor_class":"12 (leather)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","actions":"***Battleaxe.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ***Frost Breath.*** The frost dwarf exhales a 15-foot cone of freezing air. Each creature in the area must make a DC 12 Constitution saving throw, taking 7 (2d6) cold damage on a failed saving throw, or half as much damage on a successful one."} {"creature_name":"Frost Giant","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"9 (-1)","CON":"21 (+5)","INT":"9 (-1)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"giant","skills":"Athletics +9, Perception +3","speed":"40 ft.","hit_points":"138 (12d12+60)","armor_class":"15 (patchwork armor)","senses":"","saving_throws":"CON +8, WIS +3, CHA +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Greataxe.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. ***Multiattack.*** The giant makes two greataxe attacks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. ***Weighted Net.*** Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target."} {"creature_name":"Frost Giant Everlasting One","creature_source":"Volos Guide","STR":"25 (+7)","DEX":"9 (-1)","CON":"24 (+7)","INT":"9 (-1)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"huge","creature_type":"giant (frost giant)","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"giant","skills":"Athletics +11, Perception +4","speed":"40 ft.","hit_points":"189 (14d12+98)","armor_class":"15 (patchwork armor)","senses":"darkvision 60 ft.","saving_throws":"STR +11, CON +11, WIS +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Extra Heads.*** The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ***Regeneration.*** The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Vaprak's Rage (Recharges on a Short or Long Rest).*** As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits - The giant has advantage on Strength checks and Strength saving throws - When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. - The giant has resistance to bludgeoning, piercing, and slashing damage.","actions":"***Greataxe.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging. ***Multiattack.*** The giant makes two attacks with its greataxe. ***Rock.*** Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage."} {"creature_name":"Frost Giant Zombie","creature_source":"Explorers Guide To Wildemount","STR":"23 (+6)","DEX":"6 (-2)","CON":"21 (+5)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"huge","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"understands giant but can't speak","skills":"","speed":"40 ft.","hit_points":"138 (12d12 + 60)","armor_class":"15 (patchwork armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"WIS +2","damage_immunities":"cold, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Numbing Aura.*** Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Freezing Stare.*** The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn. ***Greataxe.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. ***Hurl Rock.*** Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. ***Multiattack.*** The zombie makes two weapon attacks."} {"creature_name":"Frost Man","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Survival +2","speed":"30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"13 (studded leather)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","actions":"***Ice Blast (3/day).*** As a bonus action, the frost man can use its action to remove his eye patch, blasting everything in a 30-foot cone with a freezing mist. All creatures in the area of the cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful save. ***Longbow.*** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Morningstar.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage."} {"creature_name":"Frost Salamander","creature_source":"Mordenkainens Tome Of Foes","STR":"20 (+5)","DEX":"12 (+1)","CON":"18 (+4)","INT":"7 (-1)","WIS":"11 (0)","CHA":"7 (-1)","creature_size":"huge","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"primordial","skills":"Perception +4","speed":"60 ft., burrow 40 ft., climb 40 ft.","hit_points":"168 (16d12 + 64)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"CON +8, WIS +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Burning Fury.*** When the salamander takes fire damage, its Freezing Breath automatically recharges.","actions":"***Bite*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. ***Claws*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ***Freezing Breath (Recharge 6)*** The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. ***Multiattack*** The salamander makes five attacks: four with its claws and one with its bite."} {"creature_name":"Frost Worm","creature_source":"Explorers Guide To Wildemount","STR":"28 (+9)","DEX":"8 (-1)","CON":"22 (+6)","INT":"1 (-5)","WIS":"5 (-3)","CHA":"5 (-3)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":18000,"creature_cr":17,"languages":"--","skills":"","speed":"40 ft., burrow 30 ft.","hit_points":"264 (16d20 + 96)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., tremorsense 60 ft., passive perception 7","saving_throws":"CON +12, WIS +3","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Death Burst.*** When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw. ***Freezing Body.*** A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. ***Tunneler.*** The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. ***Multiattack.*** The worm makes two bite attacks, or uses its Trill and makes a bite attack. ***Trill.*** The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect."} {"creature_name":"Frostveil","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"20 (+5)","CON":"16 (+3)","INT":"1 (-5)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Stealth +7","speed":"10 ft., fly (varies; see Windborne ability)","hit_points":"67 (9d8 + 27)","armor_class":"16","senses":"blindsight 100 ft., passive perception 10","saving_throws":"","damage_immunities":"cold","damage_resistances":"bludgeoning and piercing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"blinded, charmed, deafened, frightened, prone","abilities":"***Chilling Acid.*** The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage. ***False Appearance.*** While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice. ***Windborne.*** While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.","actions":"***Engulf.*** When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil. ***Multiattack.*** The frostveil makes three tendril attacks. ***Spirit Spores (recharge 6).*** In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds. ***Tendril.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed."} {"creature_name":"Frulam Mondath","creature_source":"Tyranny Of Dragons","STR":"14 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"11 (0)","WIS":"18 (+4)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"common, draconic, infernal","skills":"Deception +4, History +2, Religion +2","speed":"30 ft.","hit_points":"44 (8d8+8)","armor_class":"16 (chain mail)","senses":"","saving_throws":"WIS +6, CHA +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list * Cantrips (at will) light, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) command, cure wounds, healing word, sanctuary<\/i> * 2nd level (3 slots) calm emotions, hold person, spiritual weapon<\/i> * 3rd level (2 slots) mass healing word, spirit guardians<\/i>","actions":"***Halberd.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. ***Multiattack.*** Frulam attacks twice with her halberd."} {"creature_name":"Fuath Gremlin","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"aquan","skills":"","speed":"20 ft., climb 10 ft., swim 30 ft.","hit_points":"22 (4d6 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Sunlight Sensitivity.*** While in sunlight, the gremlin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Water Breathing.*** The fuath gremlin can only breathe underwater.","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ***Congeal Water (1/day).*** One creature of the fuath gremlin's choice within 30 feet of it must succeed on a DC 10 Dexterity saving throw or be coated with a thick, viscous coating of clinging watery fluid for 1 minute. While coated with this substance, the target is restrained and must hold its breath to keep from drowning (reference the SRD for Suffocating rules). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Dart.*** Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Multiattack.*** The fuath gremlin makes two attacks with its claws."} {"creature_name":"Fungus Gargoyle","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +6, Stealth +5","speed":"30 ft., fly 60 ft.","hit_points":"67 (9d8 + 27)","armor_class":"14 (natural armor)","senses":"passive perception 16","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from a weathered, inanimate statue that is covered in fungus, lichen, and moss. ***Stench.*** Any creature that starts its turn within 10 feet of the gargoyle must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gargoyle's stench for 24 hours.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Deadly Spores (Recharge 5-6).*** The fungus gargoyle exhales deadly spores in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The gargoyle makes three attacks: one with its bite and two with its claws."} {"creature_name":"Galeb Duhr","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"11 (0)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"terran","skills":"","speed":"15 ft. (30 ft. when rolling, 60 ft. rolling downhill)","hit_points":"85 (9d8+45)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, poisoned, petrified","abilities":"***False Appearance.*** While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. ***Rolling Charge.*** If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","actions":"***Animate Boulders (1/Day).*** The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage."} {"creature_name":"Gallows Tree","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"10 (+0)","CON":"22 (+6)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"huge","creature_type":"plant","creature_alignment":"unaligned","creature_xp":11500,"creature_cr":14,"languages":"common, but cannot speak, telepathy 100 ft. with gallows tree zombies","skills":"Perception +7, Stealth +5","speed":"30 ft.","hit_points":"287 (23d12 + 138)","armor_class":"16 (natural armor)","senses":"tremorsense 60 ft., passive perception 17","saving_throws":"CON +11","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"frightened, prone, stunned, unconscious","abilities":"***Create Gallows Tree Zombie.*** When a creature dies within 15 feet of a gallows tree, The Gallow's Tree uses a sharpened tendril to slice open the creature's abdomen, thereby spilling the corpse's innards on the ground. The organs and fluids are then absorbed by the tree's roots. Corpses of a size other than Medium or Large are simply left to rot. Medium or Large corpses are filled with a greenish pollen fired from one of the tree's branches. The abdominal wound heals over the next 1d4 days, at which time the slain creature rises as a gallows tree zombie connected by a tether-vine to the gallows tree that created it. Gallows tree zombies possess none of their former abilities. ***Gallows Tree Zombies.*** Each gallows tree has several gallows tree zombies connected to it. A Huge gallows tree may have no more than seven gallows tree zombies connected to it at one time. See the gallows tree zombie entry for details on that monster.","actions":"***Multiattack.*** The gallows tree makes three slam attacks. ***Slam.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and the target is grappled (escape DC 22) and restrained."} {"creature_name":"Gallows Tree Zombie","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"10 (+0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"common, but cannot speak, telepathy 100 ft. with gallows tree","skills":"","speed":"20 ft.","hit_points":"52 (7d8 + 21)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"poisoned, frightened, prone, stunned, unconscious","abilities":"***Regeneration.*** The gallows tree zombie regenerates 5 hit points at the start of its turn if it has at least 1 hit point. ***Tether-Vine.*** A gallows tree zombie is connected to the gallows tree that created it by a long, sinewy vine. This vine can be lengthened to allow the zombie to move up to 100 feet away from the tree. The vine is AC 12 and has 10 hit points. Harming the vine deals no damage to the gallows tree zombie or the gallows tree, but if severed, does prevent the zombie from regenerating any health at the start of its turn.","actions":"***Multiattack.*** The gallows tree zombie makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Spore Cloud (Recharge 6).*** A gallows tree zombie can breathe a cloud of poisonous, greenish spores at the space directly in front of it in a 5-foot cube. A creature caught in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is slowed (as the slow spell). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Gar Shatterkeel","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"15 (+2)","CON":"16 (+3)","INT":"12 (+1)","WIS":"18 (+4)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"aquan, common","skills":"Nature +8, Survival +8","speed":"30 ft., swim 30 ft.","hit_points":"112 (15d8+45)","armor_class":"16 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** Gar can breathe air and water. ***Legendary Resistance (2/Day).*** If Gar fails a saving throw, he can choose to succeed instead. ***Spellcasting.*** Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared * Cantrips (at will) mending, resistance, shape water<\/i> * 1st level (4 slots) create or destroy water, cure wounds, fog cloud, thunderwave<\/i> * 2nd level (3 slots) darkvision, hold person, protection from poison<\/i> * 3rd level (3 slots) call lightning, sleet storm, tidal wave<\/i> * 4th level (3 slots) control water, ice storm<\/i> * 5th level (1 slot) scrying<\/i> ***Water Walk.*** Gar can stand and move on liquid surfaces as if they were solid ground. ***Watery Fall.*** When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw. ***Drown.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage. ***Multiattack.*** Gar makes two melee attacks, one with his claw and one with Drown."} {"creature_name":"Gargoyle","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"11 (0)","CON":"16 (+3)","INT":"6 (-2)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"terran","skills":"","speed":"30 ft., fly 60 ft.","hit_points":"52 (7d8+21)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False Appearance.*** While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws."} {"creature_name":"Garroter Crab","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"","speed":"30 ft., swim 20 ft.","hit_points":"18 (4d4 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Amphibious.*** The crab can breathe air and water.","actions":"***Whip-claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components."} {"creature_name":"Gas Spore","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"1 (-5)","CON":"3 (-4)","INT":"1 (-5)","WIS":"1 (-5)","CHA":"1 (-5)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"0 ft., fly 10 ft. (hover)","hit_points":"1 (1d10-4)","armor_class":"5","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, frightened, paralyzed, poisoned, prone","abilities":"***Death Burst.*** The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. ***Eerie Resemblance.*** The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.","actions":"***Touch.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait."} {"creature_name":"Gauth","creature_source":"Volos Guide","STR":"10 (0)","DEX":"14 (+2)","CON":"16 (+3)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"deep speech, undercommon","skills":"Perception +5","speed":"0 ft., fly 20 ft. (hover)","hit_points":"67 (9d8+27)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +5, CHA +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Death Throes.*** When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. ***Stunning Gaze.*** When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. ***Eye Rays.*** The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution 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. 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."} {"creature_name":"Gazer","creature_source":"Volos Guide","STR":"3 (-4)","DEX":"17 (+3)","CON":"14 (+2)","INT":"3 (-4)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Perception +4, Stealth +2","speed":"0 ft., fly 30 ft. (hover)","hit_points":"13 (3d4+6)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Aggressive.*** As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. ***Mimicry.*** The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ***Eye Rays.*** The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container."} {"creature_name":"Gbahali (Postosuchus)","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"14 (+2)","CON":"19 (+4)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +4, Stealth +8","speed":"50 ft.","hit_points":"126 (12d12 + 48)","armor_class":"15 (natural armor)","senses":", passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon Hide.*** The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The gbahali makes one bite attack and two claw attacks."} {"creature_name":"Gearforged Templar","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"9 (-1)","CON":"15 (+2)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"10 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"","speed":"30 ft.","hit_points":"71 (11d8 + 22)","armor_class":"18 (plate armor)","senses":", passive perception 13","saving_throws":"DEX +2, CON +5","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, exhaustion, poisoned","abilities":"***Defensive Zone.*** The gearforged templar can make an opportunity attack when a creature enters its reach. ***Onslaught.*** As a bonus action, the gearforged can make a Shove attack. ***Parry.*** The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.","actions":"***Glaive.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage. ***Javelin.*** Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ***Multiattack.*** The gearforged templar makes three attacks with its glaive. ***Whirlwind (recharge 5-6).*** The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw."} {"creature_name":"Gearkeeper Construct","creature_source":"Explorers Guide To Wildemount","STR":"20 (+5)","DEX":"16 (+3)","CON":"18 (+4)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":5900,"creature_cr":10,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"60 ft.","hit_points":"161 (17d10 + 68)","armor_class":"18 (natural armor)","senses":"blindsight 120 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The gearkeeper is immune to any spell or effect that would alter its form. ***Rapid Shifting.*** Opportunity attacks made against the gearkeeper have disadvantage. ***Whirling Blades.*** Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage.","actions":"***Arm Blade.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. ***Multiattack.*** The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack. ***Shrapnel Blast (Recharge 6).*** The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. ***Spear Launcher.*** Ranged Weapon Attack: +9 to hit, range 90 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is knocked prone."} {"creature_name":"Gelatinous Cube","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"3 (-4)","CON":"20 (+5)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"15 ft.","hit_points":"84 (8d10+40)","armor_class":"6","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Ooze Cube.*** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. ***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.","actions":"***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. ***Pseudopod.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage."} {"creature_name":"Gelid Beetle","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"10 (+0)","CON":"14 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +4","speed":"30 ft.","hit_points":"32 (5d8 + 10)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Frigid Body.*** A creature that touches the beetle or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. ***Frigid Weapons.*** The beetle's weapon attacks deal an extra 3 (1d6) cold damage (included in the attack).","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) cold damage."} {"creature_name":"Gem Dog","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"16 (+3)","CON":"18 (+4)","INT":"12 (+1)","WIS":"18 (+4)","CHA":"13 (+1)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +8, Stealth +7","speed":"50 ft.","hit_points":"112 (15d6 + 60)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The gem dog's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The gem dog can innately cast the following spells, requiring no material, verbal, or somatic components * At will color spray, dancing lights, faerie fire<\/i> * 3/day each blur, heat metal, hypnotic pattern, mirror image, misty step, moonbeam<\/i> * 1/day hallucinatory terrain<\/i> ***Magic Resistance.*** The gem dog has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage. ***Blinding Gleam.*** If the gem dog is in bright light, it can force one creature that it can see within 60 feet of it to make a DC 16 Dexterity saving throw if the gem dog isn't incapacitated. On a failed save, the creature is blinded for 1 minute as the gem dog reflects light into its eyes. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the gem dog until the start of its next turn, when it can avert its eyes again. If it looks at the gem dog in the meantime, it must immediately make the save. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Gem Spine Spray.*** Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 30 (5d10 + 3) piercing. ***Multiattack.*** The gem dog attacks once with its bite and twice with its claws, or it can make two Gem Spine Spray attacks."} {"creature_name":"Gerridae","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"15 (+2)","CON":"17 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"fey","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"10 ft., climb 10 ft., swim 80 ft.","hit_points":"77 (9d10 + 27)","armor_class":"14","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bred to the Saddle.*** Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider. ***Waterborne.*** Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. ***Multiattack.*** The gerridae makes one bite attack and one claw attack."} {"creature_name":"Geruzou (Slime Demon)","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"15 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"8 (-1)","CHA":"10 (+0)","creature_size":"small","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, common, telepathy 100 ft.","skills":"Perception +1, Stealth +4","speed":"30 ft., fly 50 ft.","hit_points":"31 (7d6 + 7)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). The demon can innately cast the following spells at will, requiring no material components darkness, detect evil and good, invisibility<\/i> (self only) ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical. ***Slimy Hide.*** The demon's hide is extremely slick and oozes with slime. Creatures attempting to grapple the demon do so with disadvantage.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws. It can use its Spit Slime in place of the bite. ***Spit Slime.*** Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 10 (3d6) acid damage and the target must succeed on a DC 13 Constitution saving throw or its speed is reduced by half until the end of the demon's next turn."} {"creature_name":"Geryon","creature_source":"Mordenkainens Tome Of Foes","STR":"29 (+9)","DEX":"17 (+3)","CON":"22 (+6)","INT":"19 (+4)","WIS":"16 (+3)","CHA":"23 (+6)","creature_size":"huge","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":41000,"creature_cr":22,"languages":"all, telepathy 120 ft.","skills":"Deception +13, Intimidation +13, Perception +10","speed":"30 ft., fly 50 ft.","hit_points":"300 (24d12 + 144)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 20","saving_throws":"DEX +10, CON +13, WIS +10, CHA +13","damage_immunities":"cold, fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Infernal Glare*** Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ***Innate Spellcasting.*** Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility <\/i>(self only), locate object, suggestion, wall of ice<\/i> * 1/day each divine word, symbol <\/i>(pain only) ***Legendary Resistance (3/Day).*** If Geryon fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Geryon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Geryon's weapon attacks are magical. ***Regeneration.*** Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ***Swift Sting (Costs 2 Actions)*** Geryon attacks with his stinger. Geryon 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. Geryon regains spent legendary actions at the start of his turn. ***Teleport*** Geryon uses his Teleport action.","actions":"***Claws*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ***Multiattack*** Geryon makes two attacks: one with his claws and one with his stinger. ***Stinger*** Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ***Teleport*** Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."} {"creature_name":"Geryon (variant)","creature_source":"Mordenkainens Tome Of Foes","STR":"29 (+9)","DEX":"17 (+3)","CON":"22 (+6)","INT":"19 (+4)","WIS":"16 (+3)","CHA":"23 (+6)","creature_size":"huge","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":41000,"creature_cr":22,"languages":"all, telepathy 120 ft.","skills":"Deception +13, Intimidation +13, Perception +10","speed":"30 ft., fly 50 ft.","hit_points":"300 (24d12 + 144)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 20","saving_throws":"DEX +10, CON +13, WIS +10, CHA +13","damage_immunities":"cold, fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Infernal Glare*** Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ***Innate Spellcasting.*** Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility <\/i>(self only), locate object, suggestion, wall of ice<\/i> * 1/day each divine word, symbol <\/i>(pain only) ***Legendary Resistance (3/Day).*** If Geryon fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Geryon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Geryon's weapon attacks are magical. ***Regeneration.*** Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. Geryon 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. Geryon regains spent legendary actions at the start of his turn. ***Swift Sting (Costs 2 Actions)*** Geryon attacks with his stinger. ***Teleport*** Geryon uses his Teleport action.","actions":"***Claws*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ***Multiattack*** Geryon makes two attacks: one with his claws and one with his stinger. ***Sound the Horn (1/Day)*** Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. ***Stinger*** Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ***Teleport*** Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."} {"creature_name":"Ghald","creature_source":"Elemental Evil","STR":"19 (+4)","DEX":"17 (+3)","CON":"16 (+3)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"large","creature_type":"humanoid (sahuagin)","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"common, sahuagin","skills":"Insight +4, Perception +7","speed":"30 ft., swim 50 ft.","hit_points":"102 (12d10+36)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +6, CON +6, INT +5, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Assassinate.*** During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit. ***Limited Amphibiousness.*** Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. ***Shark Telepathy.*** Ghald can magically command any shark within 120 feet of him, using a limited telepathy. ***Sneak Attack.*** Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage. ***Garrote.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it. ***Multiattack.*** Ghald makes three attacks, one with his bite and two with his shortswords. ***Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage."} {"creature_name":"Gharros (Scorpion Demon)","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"18 (+4)","CON":"26 (+8)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":15000,"creature_cr":16,"languages":"abyssal, telepathy 120 ft.","skills":"Athletics +13, Perception +9, Survival +9","speed":"30 ft.","hit_points":"270 (20d10 + 160)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 19","saving_throws":"CON +13, WIS +9, CHA +1","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Improved Critical.*** The demon's attacks score a critical hit on a roll of 19 or 20. ***Innate Spellcasting.*** The demon's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no material components * At will darkness, detect evil and good, detect magic, mirror image<\/i> * 3/day each hallow, telekinesis, teleport<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical. ***Rampage.*** When the demon reduces a creature to 0 hit points with a melee attack on its turn, the demon can take a bonus action to move up to half its speed and make a halberd attack.","actions":"***Halberd.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage. ***Multiattack.*** The demon makes three attacks: one halberd attack and two sting attacks. ***Sting.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. ***Summon (1/day).*** The demon chooses what to summon and attempts a magical summoning. A gharros has a 50% chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A 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."} {"creature_name":"Ghast","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"17 (+3)","CON":"10 (0)","INT":"11 (0)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common","skills":"","speed":"30 ft.","hit_points":"36 (8d8)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Stench.*** Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. ***Turn Defiance.*** The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution 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."} {"creature_name":"Ghelryn Foehammer","creature_source":"Storm Kings Thunder","STR":"18 (+4)","DEX":"7 (-2)","CON":"17 (+3)","INT":"10 (0)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (shield dwarf)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common, dwarfish","skills":"Athletics +6, Intimidation +2, Perception +2","speed":"30 ft.","hit_points":"30 (4d8 + 12)","armor_class":"14 (breastplate, shield)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"**Dwarven Resilience.** Ghelryn has advantage on saving throws against poison. **Giant Slayer.** Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit The blacksmith Ghelryn has a good heart, but he hates orcs and giants - hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! **Ideal ** It is incumbent upon every dwarf to forge a legacy. **Bond ** I stand for Clan Foehammer and all dwarvenkind. **Flaw ** I never run from a figth, especially if it involves killing orcs or giants.","actions":"**Multiattack.** Ghelryn makes two battleaxe attacks. **Battleaxe.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."} {"creature_name":"Ghost","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"13 (+1)","CON":"10 (0)","INT":"10 (0)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"any alignment","creature_xp":1100,"creature_cr":4,"languages":"any languages it knew in life","skills":"","speed":"0 ft., fly 40 ft. It can hover.","hit_points":"45 (10d8)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Ethereal Sight.*** The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. ***Incorporeal Movement.*** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","actions":"***Etherealness.*** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. ***Horrifying Visage.*** Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. ***Possession (Recharge 6).*** One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. ***Withering Touch.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage."} {"creature_name":"Ghost Knight","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"Athletics +6, Animal Handling +3, Perception +3, Stealth +5","speed":"30 ft.","hit_points":"97 (15d8+30)","armor_class":"17 (half plate)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Charge.*** If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage. ***Mounted Warrior.*** When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails. ***Turning Defiance.*** The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. ***Undead Nature.*** A ghost knight doesn't require air, food, drink, or sleep","actions":"***Battleaxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Lance.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage. ***Multiattack.*** The ghost knight makes three melee attacks."} {"creature_name":"Ghost-Faced Battle Priest","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"16 (+3)","CON":"12 (+1)","INT":"8 (-1)","WIS":"20 (+5)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, orc","skills":"Intimidation +2, Perception +8, Religion +2, Stealth +6 (+9 In Dim Light Or Darkness)","speed":"30 ft.","hit_points":"88 (16d8 + 16)","armor_class":"15 (studded leather)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"WIS +8, CHA +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shadow Stealth.*** When in dim light or darkness, the ghost-faced orc can Hide as a bonus action. ***Spellcasting.*** The battle priest is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) chill touch, guidance, mending, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, command, cure wounds, inflict wounds, protection from evil and good<\/i> * 2nd level (3 slots) blindness/deafness, enhance ability, hold person, silence, spiritual weapon<\/i> * 3rd level (3 slots) bestow curse, dispel magic, protection from energy, spirit guardians<\/i> * 4th level (3 slots) banishment, death ward<\/i> * 5th level (1 slot) insect plague<\/i> ***Summon Demon (1/day).*** When the battle priest drops a hostile target to 0 hit points, the battle priest can attempt to summon a chaaor demon. It has a 45% chance of succeeding on this attempt. The summoned demon appears in an unoccupied space within 60 feet of the battle priest and can't summon other demons. It remains for 1 minute, until it or the battle priest is slain, or until the battle priest takes an action to dismiss it.","actions":"***Mace.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. ***Multiattack.*** The battle priest makes two melee attacks."} {"creature_name":"Ghost-Faced Orc","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"12 (+1)","CON":"10 (+0)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"common, orc","skills":"Intimidation +0, Perception +2, Stealth +3 (+5 In Dim Light Or Darkness)","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"12 (leather)","senses":"darkvision 120 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shadow Stealth.*** When in dim light or darkness, the ghost-faced orc can Hide as a bonus action.","actions":"***Greataxe.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage."} {"creature_name":"Ghostwalk Spider","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"20 (+5)","CON":"17 (+3)","INT":"9 (-1)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"understands undercommon but can't speak","skills":"Perception +6","speed":"50 ft., climb 50 ft.","hit_points":"119 (14d10 + 42)","armor_class":"15","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 16","saving_throws":"DEX +9, CHA +3","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Ghostwalk.*** As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies ***Incorporeal Movement (During Ghostwalk Only).*** The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below). ***Ghostly Snare (During Ghostwalk Only, Recharge 5-6).*** Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5). ***Multiattack.*** The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."} {"creature_name":"Ghoul","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"15 (+2)","CON":"10 (0)","INT":"7 (-2)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common","skills":"","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution 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."} {"creature_name":"Ghoul Wolf","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"13 (+1)","CON":"13 (+1)","INT":"7 (-2)","WIS":"11 (+0)","CHA":"8 (-1)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Perception +4","speed":"50 ft.","hit_points":"52 (8d8 + 8)","armor_class":"13 (natural armor)","senses":"passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Keen Hearing and Smell.*** The ghoul wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The ghoul wolf has advantage on attack rolls against a creature if at least one of the ghoul wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution 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. ***Multiattack.*** The ghoul wolf makes two attacks: one with its bite and one with its claws."} {"creature_name":"Ghoul, Darakhul","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"17 (+3)","CON":"14 (+2)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, darakhul","skills":"Deception +3, Stealth +5","speed":"30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"16 (scale mail; 18 with shield)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Darakhul Fever.*** Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration<\/i> or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration<\/i> cures the disease; lesser restoration<\/i> allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result below to determine what undead form the victim's body rises in * 1-9 None; victim is simply dead * 10-16 Ghoul * 17-20 Ghast * 21+ Darakhul ***Master of Disguise.*** A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench. ***Stench.*** Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise. ***Sunlight Sensitivity.*** The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight. ***Turning Defiance.*** The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever. ***Multiattack.*** The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both. ***War Pick.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."} {"creature_name":"Ghoul, Imperial","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"14 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, darakhul, undercommon","skills":"","speed":"30 ft., burrow 15 ft.","hit_points":"93 (17d8 + 17)","armor_class":"16 (breastplate)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Turning Defiance.*** The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. ***Claws.*** Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Light Crossbow.*** Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage. ***Multiattack.*** The imperial ghoul makes one bite attack and one claws attack."} {"creature_name":"Ghoul, Iron","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"16 (+3)","CON":"14 (+2)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, darakhul, undercommon","skills":"","speed":"30 ft., burrow 20 ft.","hit_points":"143 (22d8 + 44)","armor_class":"16 (breastplate)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Turning Defiance.*** The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. ***Glaive.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage. ***Heavy Bone Crossbow.*** Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage. ***Multiattack.*** The iron ghoul makes one bite attack and one claw attack, or three glaive attacks."} {"creature_name":"Giant Ant","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"13 (+1)","CON":"15 (+2)","INT":"1 (-5)","WIS":"9 (-1)","CHA":"2 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"40 ft.","hit_points":"52 (7d10 + 14)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The giant ant has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target. ***Multiattack.*** The giant ant makes one bite attack and one sting attack. ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw."} {"creature_name":"Giant Ant Queen","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"13 (+1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"40 ft.","hit_points":"85 (10d10 + 30)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell. ***Queen's Scent.*** Giant ants defending a queen gain advantage on all attack rolls.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target. ***Multiattack.*** The giant ant queen makes two bite attacks and one sting attack. ***Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw."} {"creature_name":"Giant Ape","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"14 (+2)","CON":"18 (+4)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"","skills":"Athletics +9, Perception +4","speed":"40 ft., climb 40 ft.","hit_points":"157 (15d12+60)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Fist.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. ***Multiattack.*** The ape makes two fist attacks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage."} {"creature_name":"Giant Badger","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"10 (0)","CON":"15 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft., burrow 10 ft.","hit_points":"13 (2d8+4)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The badger has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ***Multiattack.*** The badger makes two attacks: one with its bite and one with its claws."} {"creature_name":"Giant Bat","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"16 (+3)","CON":"11 (0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"10 ft., fly 60 ft.","hit_points":"22 (4d10)","armor_class":"13","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The bat can't use its blindsight while deafened. ***Keen Hearing.*** The bat has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Giant Boar","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"7 (-2)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"40 ft.","hit_points":"42 (5d10+15)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ***Relentless (Recharges after a Short or Long Rest).*** If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.","actions":"***Tusk.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."} {"creature_name":"Giant Centipede","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"14 (+2)","CON":"12 (+1)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"3 (-4)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"4 (1d6+1)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."} {"creature_name":"Giant Constrictor Snake","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"14 (+2)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +2","speed":"30 ft., swim 30 ft.","hit_points":"60 (8d12+8)","armor_class":"12","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. ***Constrict.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target."} {"creature_name":"Giant Crab","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"15 (+2)","CON":"11 (0)","INT":"1 (-5)","WIS":"9 (-1)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"Stealth +4","speed":"30 ft., swim 30 ft.","hit_points":"13 (3d8)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The crab can breathe air and water.","actions":"***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target."} {"creature_name":"Giant Crayfish","creature_source":"Tales From The Yawning Portal","STR":"15 (+2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"1 (-5)","WIS":"9 (-1)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Stealth +3","speed":"30 ft., swim 30 ft.","hit_points":"45 (7d10+7)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The giant crayfish can breathe air and water. ***Source.*** tales from the yawning portal, page 235","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target. ***Multiattack.*** The giant crayfish makes two claw attacks."} {"creature_name":"Giant Crocodile","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"9 (-1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Stealth +5","speed":"30 ft., swim 50 ft.","hit_points":"85 (9d12+27)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The crocodile can hold its breath for 30 minutes.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. ***Multiattack.*** The crocodile makes two attacks: one with its bite and one with its tail. ***Tail.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."} {"creature_name":"Giant Dire Abyssal Frog","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"18 (+4)","CON":"20 (+5)","INT":"5 (-3)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Stealth +7, Perception +6","speed":"30 ft., swim 30 ft.","hit_points":"105 (10d10 + 50)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +7, CON +8","damage_immunities":"poison","damage_resistances":"acid, cold; bludgeoning, piercing and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Amphibious.*** The frog can breathe air and water. ***Keen Smell.*** The frog has advantage on Wisdom (Perception) checks that rely on smell. ***Poison Hide.*** A creature that touches the giant dire Abyssal frog or hits it with an unarmed or natural weapon attack takes 10 (3d6) poison damage from the milky, poisonous slime that oozes from its hide. ***Standing Leap.*** The frog's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the frog can't bite another target. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ***Multiattack.*** The giant dire Abyssal frog makes three attacks: one with its bite, one with its claws, and one with its tongue. ***Swallow.*** The giant dire Abyssal frog makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the giant dire Abyssal frog, and it takes 14 (4d6) acid damage at the start of each of the giant dire Abyssal frog's turns. The giant dire Abyssal frog can only swallow one target at a time. If the giant dire Abyssal frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. ***Tongue.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the giant dire Abyssal frog."} {"creature_name":"Giant Diseased Fly","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"17 (+3)","CON":"16 (+3)","INT":"2 (-4)","WIS":"7 (-2)","CHA":"2 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +2","speed":"30 ft., fly 60 ft.","hit_points":"22 (3d8 + 9)","armor_class":"13","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The giant fly has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature it must succeed on a DC 13 Constitution saving throw or be diseased until the condition is cured. While the creature is diseased it is poisoned.. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."} {"creature_name":"Giant Eagle","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"17 (+3)","CON":"13 (+1)","INT":"8 (-1)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral good","creature_xp":200,"creature_cr":1,"languages":"giant eagle, understands common and auran but can't speak","skills":"Perception +4","speed":"10 ft., fly 80 ft.","hit_points":"26 (4d10+4)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The eagle has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Multiattack.*** The eagle makes two attacks: one with its beak and one with its talons. ***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."} {"creature_name":"Giant Elk","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"16 (+3)","CON":"14 (+2)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"giant elk, understands common, elvish, and sylvan but can't speak","skills":"Perception +4","speed":"60 ft.","hit_points":"42 (5d12+10)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage. ***Ram.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Giant Fire Beetle","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"10 (0)","CON":"12 (+1)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"3 (-4)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"30 ft.","hit_points":"4 (1d6+1)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Illumination.*** The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..","actions":"***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage."} {"creature_name":"Giant Four-Armed Gargoyle","creature_source":"Tomb Of Annihilation","STR":"19 (+4)","DEX":"11 (0)","CON":"20 (+5)","INT":"6 (-2)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"terran","skills":"Perception +4","speed":"30 ft., fly 60 ft.","hit_points":"147 (14d10 +70)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"WIS +4","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing and slashing damage from nonmagical attacks not made with adamantine weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 +4) slashing damage. ***Multiattack.*** The gargoyle makes five attacks: one with its bite and four with its claws."} {"creature_name":"Giant Frog","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"13 (+1)","CON":"11 (0)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +2, Stealth +3","speed":"30 ft., swim 30 ft.","hit_points":"18 (4d8)","armor_class":"11","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The frog can breathe air and water ***Standing Leap.*** The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. ***Swallow.*** The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone."} {"creature_name":"Giant Goat","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"11 (0)","CON":"12 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"40 ft.","hit_points":"19 (3d10+3)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ***Sure-Footed.*** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.","actions":"***Ram.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage."} {"creature_name":"Giant Hamster","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"12 (+1)","CON":"19 (+4)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"--","skills":"Survival +7","speed":"40 ft., burrow 20 ft.","hit_points":"189 (18d12 + 72)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Magic Resistance.*** The giant hamster has advantage on saving throws against spells and other magical effects. ***Radioactive Aura.*** Creatures who enter or begin their turn within 10 feet of the giant hamster take 7 (2d6) necrotic damage and must make a successful DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to being poisoned by the giant hamster's aura for 24 hours, but not to further necrotic damage. Siege Monster. The giant hamster deals double damage to objects and structures.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the hamster can't bite another target. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. ***Energy Ray (Recharge 5-6).*** The giant hamster fires a ray of energy from its eyes in a 60-foot line that is 5 feet wide. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 54 (12d8) necrotic damage and be sickened for 1 minute. While sickened, a creature reduces its maximum hit points by 5 at the start of each of its turns. Magic such as lesser restoration can cure the sickened effect early. ***Multiattack.*** The giant hamster makes one bite attack and two claw attacks. ***Swallow.*** One grappled creature must make a DC 17 Strength saving throw or it is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hamster, and it takes 14 (4d6) acid damage and 14 (4d6) necrotic damage at the start of each of the hamster's turns. If the hamster takes 25 damage or more on a single turn from a creature inside it, the hamster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the hamster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."} {"creature_name":"Giant Hyena","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3","speed":"50 ft.","hit_points":"45 (6d10+12)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage."} {"creature_name":"Giant Leech","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"12 (+1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"5 ft., swim 20 ft.","hit_points":"26 (4d8 + 8)","armor_class":"11","senses":"blindsight 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Vulnerability to Salt.*** A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 acid damage per use.","actions":"***Blood Drain.*** Melee Weapon Attack: +3 to hit, reach 5 ft. one creature. Hit: 4 (1d6 + 1) piercing damage, and the leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of the leech's turns, the target loses 5 (1d8 + 1) hit points due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 25 hit points of blood from the target or the target dies. A creature, including the target, can use its action to make a DC 10 Strength check to rip the leech off and make it detach."} {"creature_name":"Giant Lightning Eel","creature_source":"Tales From The Yawning Portal","STR":"11 (0)","DEX":"17 (+3)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"5 ft., swim 30 ft.","hit_points":"42 (5d10+15)","armor_class":"13","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Source.*** tales from the yawning portal, page 236 ***Water Breathing.*** The eel can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage. ***Lightning jolt (Recharge 5-6).*** One creature the eel touches within 5 feet of it outside water, or each creature within l5 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned. ***Multiattack.*** The eel makes two bite attacks."} {"creature_name":"Giant Lizard","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"19 (3d10+3)","armor_class":"12 (natural armor)","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Variant Hold Breath.*** The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) ***Variant Spider Climb.*** The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Giant Lynx","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"22 (+6)","CON":"19 (+4)","INT":"17 (+3)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"large","creature_type":"celestial","creature_alignment":"chaotic good","creature_xp":5000,"creature_cr":9,"languages":"all, telepathy 120 ft.","skills":"Animal Handling +9, Insight +9, Perception +9, Stealth +10","speed":"40 ft., climb 30 ft.","hit_points":"123 (13d10 + 52)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"WIS +9, CHA +9","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Magic Resistance.*** The giant lynx has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The giant lynx's attacks are considered magical. ***Spellcasting.*** The giant lynx is a 12th level spellcaster. The giant lynx's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following cleric spells * Cantrips (at will) guidance, light, mending, resistance, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) bless, cure wounds, detect evil and good, protection from evil and good<\/i> * 2nd level (3 slots) aid, hold person, lesser restoration, spiritual weapon<\/i> * 3rd level (3 slots) beacon of hope, dispel magic, revivify<\/i> * 4th level (3 slots) banishment, death ward, locate creature<\/i> * 5th level (2 slots) dispel evil and good, raise dead<\/i> * 6th level (1 slot) heal<\/i>","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. ***Change Shape.*** The giant lynx magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the giant lynx's choice). In a new form, the giant lynx retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics or capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Multiattack.*** The giant lynx makes one bite attack and two claw attacks."} {"creature_name":"Giant Octopus","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"13 (+1)","CON":"13 (+1)","INT":"4 (-3)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +4, Stealth +5","speed":"10 ft., swim 60 ft.","hit_points":"52 (8d10+8)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** While out of water, the octopus can hold its breath for 1 hour. ***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater. ***Water Breathing.*** The octopus can breathe only underwater.","actions":"***Ink Cloud (Recharges after a Short or Long Rest).*** A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target."} {"creature_name":"Giant Owl","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"15 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"giant owl, understands common, elvish, and sylvan but can't speak","skills":"Perception +5, Stealth +4","speed":"5 ft., fly 60 ft.","hit_points":"19 (3d10+3)","armor_class":"12","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.","actions":"***Talons.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage."} {"creature_name":"Giant Poisonous Snake","creature_source":"Monster Manual","STR":"10 (0)","DEX":"18 (+4)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +2","speed":"30 ft., swim 30 ft.","hit_points":"11 (2d8+2)","armor_class":"14","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Giant Rat","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"15 (+2)","CON":"11 (0)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Giant Rat (Diseased)","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"15 (+2)","CON":"11 (0)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies."} {"creature_name":"Giant Rhinoceros Beetle","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"18 (+4)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"","speed":"20 ft.","hit_points":"114 (12d10 + 48)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the giant rhinoceros beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the giant rhinoceros beetle can make one slam attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Gore.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Multiattack.*** The giant rhinoceros beetle makes three attacks: one bite, one gore, and one slam. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage."} {"creature_name":"Giant Scorpion","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"13 (+1)","CON":"15 (+2)","INT":"1 (-5)","WIS":"9 (-1)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"40 ft.","hit_points":"52 (7d10+14)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. ***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting. ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Giant Sea Horse","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"11 (0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"0 ft., swim 40 ft.","hit_points":"16 (3d10)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ***Water Breathing.*** The sea horse can breathe only underwater.","actions":"***Ram.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage."} {"creature_name":"Giant Seahorse","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"15 (+2)","CON":"13 (+1)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"0 ft., swim 30 ft.","hit_points":"26 (4d10 + 4)","armor_class":"12","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Water Breathing.*** The giant seahorse can only breathe underwater.","actions":"***Head Butt.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. ***Tail Slap.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage."} {"creature_name":"Giant Shark","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"11 (0)","CON":"21 (+5)","INT":"1 (-5)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Perception +3","speed":"swim 50 ft.","hit_points":"126 (11d12+55)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Water Breathing.*** The shark can breathe only underwater.","actions":"***Bite.*** Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage."} {"creature_name":"Giant Sloth","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"10 (+0)","CON":"17 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Athletics +9","speed":"30 ft., climb 30 ft., swim 30 ft.","hit_points":"76 (8d12 + 24)","armor_class":"16 (natural armor)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Scent.*** The giant sloth has advantage on Wisdom (Perception) checks based on scent.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage, and the target must make a DC 17 Strength saving throw or be knocked prone. ***Multiattack.*** The giant sloth makes one bite attack and two claw attacks."} {"creature_name":"Giant Snapping Turtle","creature_source":"Tomb Of Annihilation","STR":"19 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"30 ft., swim 40 ft.","hit_points":"75 (10d10 +20)","armor_class":"17 (natural armor), 12 while prone","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The turtle can breathe air and water. ***Stable.*** Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 +4) slashing damage."} {"creature_name":"Giant Spider","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"2 (-4)","WIS":"11 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Stealth +7","speed":"30 ft., climb 30 ft.","hit_points":"26 (4d10+4)","armor_class":"14 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ***Web (Recharge 5-6).*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."} {"creature_name":"Giant Stinging Caterpillar","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"10 ft., fly 50 ft., swim 50 ft.","hit_points":"14 (3d8 + 1)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Sting.*** Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."} {"creature_name":"Giant Strider","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"13 (+1)","CON":"14 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"50 ft.","hit_points":"22 (3d10+6)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fire Absorption.*** Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. ***Fire Burst (Recharges 5-6).*** The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried."} {"creature_name":"Giant Subterranean Lizard","creature_source":"Tales From The Yawning Portal","STR":"21 (+5)","DEX":"9 (-1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"Stealth +3","speed":"30 ft., swim 50 ft.","hit_points":"66 (7d12+21)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Source.*** tales from the yawning portal, page 236","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target. ***Multiattack.*** The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow. ***Swallow.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time. >If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."} {"creature_name":"Giant Tick","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"10 (+0)","CON":"11 (+0)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"","speed":"10 ft., climb 20 ft.","hit_points":"10 (3d6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The tick has advantage on Wisdom (Perception) checks that rely on smell. ***Red Ache.*** Creatures bitten by a giant tick must make a DC 15 Constitution saving throw or become infected with this disease. Within 4 hours of infection, the infected creature will develop red welts that are hot to the touch all over their skin. Their joints will swell and their bones will ache painfully. While infected, the creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. The saving throw can be repeated after every long rest and if successful in 2 consecutive tries (two long rests in a row), the creature is cured and the effects of the disease end. A greater restoration spell will also cure the disease.","actions":"***Blood Drain.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and the tick attaches to the target. While attached, the tick doesn't attack. Instead, at the start of each of the ticks's turns, the target loses 2 (1d4) hit points due to blood loss. The tick can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the tick."} {"creature_name":"Giant Toad","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"20 ft., swim 40 ft.","hit_points":"39 (6d10+6)","armor_class":"11","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The toad can breathe air and water ***Standing Leap.*** The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. ***Swallow.*** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."} {"creature_name":"Giant Vulture","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"15 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands common but can't speak","skills":"Perception +3","speed":"10 ft., fly 60 ft.","hit_points":"22 (3d10+6)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. ***Pack Tactics.*** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. ***Multiattack.*** The vulture makes two attacks: one with its beak and one with its talons. ***Talons.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."} {"creature_name":"Giant Wasp","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"10 ft., fly 50 ft.","hit_points":"13 (3d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Sting.*** Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."} {"creature_name":"Giant Water Beetle","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"13 (+1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"20 ft., swim 60 ft.","hit_points":"37 (5d8 + 15)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Water Breathing.*** Giant water beetles can only breathe water but can hold their breath for up to 8 hours out of water.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Ink Cloud (Recharge 6).*** A 10-foot radius cloud of ink extends all around the water beetle if it is underwater. The area is heavily obscured for 1 minute although a significant current can disperse the ink."} {"creature_name":"Giant Weasel","creature_source":"Monster Manual","STR":"11 (0)","DEX":"16 (+3)","CON":"10 (0)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"Perception +3, Stealth +5","speed":"40 ft.","hit_points":"9 (2d8)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Giant Wolf Spider","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +3, Stealth +7","speed":"40 ft., climb 40 ft.","hit_points":"11 (2d8+2)","armor_class":"13","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."} {"creature_name":"Gibbering Abomination","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"16 (+3)","CON":"24 (+7)","INT":"10 (+0)","WIS":"6 (-2)","CHA":"19 (+4)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":15000,"creature_cr":16,"languages":"deep speech","skills":"Perception +8, Stealth +8","speed":"10 ft., climb 10 ft.","hit_points":"200 (16d10 + 112)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"CON +12, CHA +9","damage_immunities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Amorphous.*** The gibbering abomination can move through a space as narrow as 1 inch wide without squeezing. ***Arcane Frenzy.*** The gibbering abomination can use its innate spellcasting more frequently than other creatures. During a single turn, the gibbering abomination can use its action and bonus action to innately cast a spell. The gibbering abomination cannot cast the same spell twice during its turn. ***Deathless.*** Unless the gibbering abomination is slain by a disintegrate spell or its remains are completely incinerated, the abomination returns to life with 1 hit point in 1 hour. ***Hyper-Awareness.*** The gibbering abomination can't be surprised. ***Innate Spellcasting.*** The gibbering abomination's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells at will, requiring no material components * blur, color spray, confusion, dispel magic, fear, ray of frost, ray of enfeeblement, telekinesis<\/i>. ***Pain Immunity.*** The gibbering abomination is immune to any effect or condition caused as a result of extreme pain or agony. This ability does not protect it against damage the abomination would suffer. ***Regeneration.*** The abomination regains 20 hit points at the start of its turn if it has at least 1 hit point. If the abomination has taken cold damage, this trait doesn't function at the start of the abomination's next turn.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 14), and it is restrained until this grapple ends. While grappling the target, the abomination has advantage on attack rolls against it and can't use this attack against other targets. The abomination can grapple up to three creatures. ***Blood Drain.*** Each creature that is not a construct or undead, and that is grappled by the abomination must make a DC 18 Constitution saving throw. On a failed save, the target takes 10 (3d6) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the abomination regains hit points equal to that amount. It dies if this effect reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest. ***Disruptive Cacophony (Recharge 5-6).*** The abomination emits a horrible quasi-arcane chanting that can disrupt spellcasters within 90 feet of it. Any creature attempting to cast a spell that can hear the abomination's Disruptive Cacophony must succeed on a DC 18 Constitution saving throw or the spell fails. The disruption lasts until the start of the abomination's next turn. ***Multiattack.*** The gibbering abomination makes up to three bite attacks and uses Blood Drain on grappled creatures."} {"creature_name":"Gibbering Mouther","creature_source":"Monster Manual","STR":"10 (0)","DEX":"8 (-1)","CON":"16 (+3)","INT":"3 (-4)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"10 ft., swim 10 ft.","hit_points":"67 (9d8+27)","armor_class":"9","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Aberrant Ground.*** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. ***Gibbering.*** The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.","actions":"***Bites.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. ***Blinding Spittle (Recharge 5-6).*** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. ***Multiattack.*** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle."} {"creature_name":"Gibbering Orb","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"30 (+10)","CON":"26 (+8)","INT":"30 (+10)","WIS":"23 (+6)","CHA":"21 (+5)","creature_size":"huge","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":155000,"creature_cr":30,"languages":"all","skills":"Arcana +19, Perception +15","speed":"5 ft., fly 20 ft.","hit_points":"420 (29d12 + 232)","armor_class":"26 (natural armor)","senses":"darkvision 60 ft., passive perception 30","saving_throws":"INT +19, WIS +15, CHA +14","damage_immunities":"","damage_resistances":"cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","abilities":"***Esoteric Theft.*** When a creature dies by being swallowed whole (or when a creature killed by the lesser gibbering orb in some other fashion is eaten by it), the lesser gibbering orb absorbs the creature's known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours. ***Flyby.*** The lesser gibbering orb doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Gibbering.*** The gibbering orb babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the orb that can hear the gibbering must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ***Hyper-Awareness.*** A lesser gibbering orb can see in all directions at once and cannot be surprised. ***Magic Resistance.*** The gibbering orb has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37 (6d8 + 10) piercing damage. The target is grappled (escape DC 25) if the gibbering orb isn't already grappling a creature, and the target is restrained until the grapple ends. ***Eye Rays.*** The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. The spells have a save DC 22 and +14 to hit. Roll a d20 to determine the effects: 1. acid arrow<\/i> 2. blindness/deafness<\/i> 3. chill touch<\/i> 4. prismatic spray<\/i> 5. forcecage<\/i> 6. dispel magic<\/i> 7. irresistible dance<\/i> 8. feblemind<\/i> 9. hypnotic pattern<\/i> 10. inflict wounds<\/i> 11. bestow curse<\/i> 12. magic missile<\/i> 13. ray of enfeeblement<\/i> 14. ray of frost<\/i> 15. finger of death<\/i> 16. disintegrate<\/i> 17. slow<\/i> 18. scorching ray<\/i> 19. lightning bolt<\/i> 20. power word stun<\/i> ***Multiattack.*** The gibbering orb makes six bite attacks. ***Swallow.*** The gibbering orb makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gibbering orb, and it takes 21 (6d6) acid damage at the start of each of the gibbering orb's turns. The gibbering orb can have only one target swallowed at a time. If the gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."} {"creature_name":"Giff","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"11 (0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":700,"creature_cr":3,"languages":"common","skills":"","speed":"30 ft.","hit_points":"60 (8d8 + 24)","armor_class":"16 (breastplate)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Firearms Knowledge.*** The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. ***Headfirst Charge.*** The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.","actions":"***Fragmentation Grenade (1/day)*** The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. ***Longsword*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ***Multiattack*** The giff makes two pistol attacks. ***Musket*** Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. ***Pistol*** Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage."} {"creature_name":"Gilded Devil","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"15 (+2)","CON":"17 (+3)","INT":"15 (+2)","WIS":"18 (+4)","CHA":"17 (+3)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"celestial, common, draconic, infernal; telepathy (120 ft.)","skills":"Deception +9, History +5, Insight +10, Persuasion +9, Sleight Of Hand +8","speed":"30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"16 (coin mail)","senses":", passive perception 14","saving_throws":"STR +6, CON +6, WIS +7, CHA +6","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** The gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components At will detect thoughts, major image, suggestion 3/day each dominate person, polymorph, scorching ray (4 rays), scrying 1/day teleport (self plus 50 lb of objects only) ***Liar's Largesse.*** A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The gilded devil's weapon attacks are magical.","actions":"***Betrayal of Riches (Recharge 5-6).*** As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted. An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp. Arms: STR Save or Melee Damage halved until a short rest Hand: STR Save or Drop any held item Eyes: DEX Save or Permanetly blinded Head: DEX Save Disadvantage on INT checks until long rest Feet: DEX Save or Speed halved for 24 hours Neck: CON Save or Stunned, unable to breathe for 1 round Other: No additional effects ***Heavy Flail (Scourge of Avarice).*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. ***Multiattack.*** The gilded devil makes two heavy flail attacks. ***Scorn Base Metals.*** A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects. ***Scourge of Avarice.*** As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death. ***Voracious Greed.*** As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed."} {"creature_name":"Gilded Sea Serpent","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"5 (-3)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"draconic","skills":"Athletics +5, Perception +2","speed":"0 ft., swim 30 ft.","hit_points":"52 (8d8 + 16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"* ***Golden Bliss (Inhaled).*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is stunned and has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and magical effects. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Amphibious.*** The gilded serpent can breathe air and water. ***Extract Poison.*** The poison of the gilded serpent can be milked or harvested as well, and then made into a powerful narcotic drug called golden bliss","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage and if the target is a creature, it must succeed at a DC 14 Constitution saving throw. On a failed saving throw, the target is poisoned for 1 minute. While poisoned, the target is also stunned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Constrict.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage and the target is grappled if it is Mediumsized or smaller (escape DC 13). At the beginning of each of the serpent's turn, the grappled creature takes 12 (2d8 + 3) bludgeoning damage."} {"creature_name":"Girallon","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"Perception +3, Stealth +5","speed":"40 ft., climb 40 ft.","hit_points":"59 (7d10+21)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. ***Source.*** Volo's Guide to Monsters, p. 152","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage. ***Multiattack.*** The girallon makes five attacks: one with its bite and four with its claws."} {"creature_name":"Girallon Zombie","creature_source":"Tomb Of Annihilation","STR":"18 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"3 (-4)","WIS":"7 (-2)","CHA":"5 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"59 (7d10 +21)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Aggressive.*** As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. ***Undead fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 +4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld4 +4) slashing damage. ***Multiattack.*** The zombie makes five attacks: one with its bite and four with its claws."} {"creature_name":"Githyanki Gish","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"gith","skills":"Insight +6, Perception +6, Stealth +6","speed":"30 ft.","hit_points":"123 (19d8 + 38)","armor_class":"17 (half plate)","senses":"passive perception 16","saving_throws":"CON +6, INT +7, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each jump, misty step, nondetection <\/i>(self only) * 1/day each plane shift, telekinesis<\/i> ***Spellcasting.*** The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared * Cantrips (at will) blade ward, light, message, true strike<\/i> * 1st level (4 slots) expeditious retreat, magic missile, sleep, thunderwave<\/i> * 2nd level (3 slots) blur, invisibility, levitate<\/i> * 3rd level (3 slots) counterspell, fireball, haste<\/i> * 4th level (2 slots) dimension door<\/i> ***War Magic.*** When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action","actions":"***Longsword*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 18 (4d8) psychic damage, or 8 (1d10 + 3) slashing damage plus 18 (4d8) psychic damage if used with two hands. ***Multiattack*** The githyanki makes two longsword attacks."} {"creature_name":"Githyanki Kith'rak","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"16 (+3)","CON":"17 (+3)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"gith","skills":"Intimidation +7, Perception +6","speed":"30 ft.","hit_points":"180 (24d8 + 72)","armor_class":"18 (plate)","senses":"passive perception 16","saving_throws":"CON +7, INT +7, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each blur, jump, misty step, nondetection <\/i>(self only) * 1/day each plane shift, telekinesis<\/i> ***Rally the Troops.*** As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.","actions":"***Greatsword*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. ***Multiattack*** The githyanki makes three greatsword attacks."} {"creature_name":"Githyanki Knight","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"15 (+2)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"gith","skills":"","speed":"30 ft.","hit_points":"91 (14d8 + 28)","armor_class":"18 (plate)","senses":"","saving_throws":"CON +5, INT +5, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each jump, misty step, nondetection <\/i>(self only), tongues<\/i> * 1/day each plane shift, telekinesis<\/i>","actions":"***Multiattack.*** The githyanki makes two silver greatsword attacks. ***Silver Greatsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."} {"creature_name":"Githyanki Supreme Commander","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"17 (+3)","CON":"18 (+4)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"gith","skills":"Insight +8, Intimidation +9, Perception +8","speed":"30 ft.","hit_points":"187 (22d8 + 88)","armor_class":"18 (plate)","senses":"passive perception 18","saving_throws":"CON +9, INT +8, WIS +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Attack (2 Actions)*** The githyanki makes a greatsword attack. ***Command Ally*** The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. ***Innate Spellcasting (Psionics).*** The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each jump, levitate <\/i>(self only), misty step, nondetection <\/i>(self only) * 1/day each Bigby's hand, mass suggestion, plane shift, telekinesis<\/i> The githyanki 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 githyanki regains spent legendary actions at the start of its turn. ***Teleport*** The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.","actions":"***Multiattack*** The githyanki makes two greatsword attacks. ***Silver Greatsword*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."} {"creature_name":"Githyanki Warrior","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"gith","skills":"","speed":"30 ft.","hit_points":"49 (9d8 + 9)","armor_class":"17 (half plate)","senses":"passive perception 11","saving_throws":"CON +3, INT +3, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each jump, misty step, nondetection <\/i>(self only)","actions":"***Greatsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage. ***Multiattack.*** The githyanki makes two greatsword attacks."} {"creature_name":"Githzerai Anarch","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"21 (+5)","CON":"18 (+4)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful neutral","creature_xp":15000,"creature_cr":16,"languages":"gith","skills":"Arcana +9, Insight +10, Perception +10","speed":"30 ft., fly 40 ft. (hover)","hit_points":"144 (17d8 + 68)","armor_class":"20","senses":"passive perception 20","saving_throws":"STR +8, DEX +10, INT +9, WIS +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Change Gravity (Costs 3 Actions)*** The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. ***Innate Spellcasting (Psionics).*** The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each feather fall, jump, see invisibility, shield, telekinesis<\/i> * 1/day each globe of invulnerability, plane shift, teleportation circle, wall of force<\/i> ***Psychic Defense.*** While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ***Strike*** The anarch makes one unarmed strike. ***Teleport*** The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. The anarch 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 anarch regains spent legendary actions at the start of its turn.","actions":"***Multiattack*** The anarch makes three unarmed strikes. ***Unarmed Strike*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage."} {"creature_name":"Githzerai Enlightened","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"19 (+4)","CON":"16 (+3)","INT":"17 (+3)","WIS":"19 (+4)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful neutral","creature_xp":5900,"creature_cr":10,"languages":"gith","skills":"Arcana +7, Insight +8, Perception +8","speed":"30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"18","senses":"passive perception 18","saving_throws":"STR +6, DEX +8, INT +7, WIS +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each blur, expeditious retreat, feather fall, jump, see invisibility, shield<\/i> * 1/day each haste, plane shift, teleport<\/i> ***Psychic Defense.*** While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.","actions":"***Multiattack*** The githzerai makes three unarmed strikes. ***Temporal Strike (Recharge 6)*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. ***Unarmed Strike*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage."} {"creature_name":"Githzerai Monk","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"gith","skills":"Insight +4, Perception +4","speed":"30 ft.","hit_points":"38 (7d8+7)","armor_class":"14","senses":"","saving_throws":"STR +3, DEX +4, INT +3, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each feather fall, jump, see invisibility, shield<\/i> ***Psychic Defense.*** While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.","actions":"***Multiattack.*** The githzerai makes two unarmed strikes. ***Unarmed Strike.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack."} {"creature_name":"Githzerai Zerth","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"18 (+4)","CON":"15 (+2)","INT":"16 (+3)","WIS":"17 (+3)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (gith)","creature_alignment":"lawful neutral","creature_xp":2300,"creature_cr":6,"languages":"gith","skills":"Arcana +6, Insight +6, Perception +6","speed":"30 ft.","hit_points":"84 (13d8+26)","armor_class":"17","senses":"","saving_throws":"STR +4, DEX +7, INT +6, WIS +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 3/day each feather fall, jump, see invisibility, shield<\/i> ***Psychic Defense.*** While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.","actions":"***Multiattack.*** The githzerai makes two unarmed strikes. ***Unarmed Strike.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack."} {"creature_name":"Glabrezu","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"15 (+2)","CON":"21 (+5)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"157 (15d10+75)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"STR +9, CON +9, WIS +7, CHA +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components * At will darkness, detect magic, dispel magic<\/i> * 1/day each confusion, fly, power word stun<\/i> ***Magic Resistance.*** The glabrezu has advantage on saving throws against spells and other magical effects.","actions":"***Fist.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. ***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. ***Pincer.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A 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."} {"creature_name":"Gladiator","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"any one language (usually common)","skills":"Athletics +10, Intimidation +5","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"16 (studded leather, shield)","senses":"","saving_throws":"STR +7, DEX +5, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave.*** The gladiator has advantage on saving throws against being frightened. ***Brute.*** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). ***Parry.*** The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.","actions":"***Multiattack.*** The gladiator makes three melee attacks or two ranged attacks. ***Shield Bash.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Spear.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Glass Gator","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +2, Stealth +4","speed":"30 ft, swim 50 ft","hit_points":"45 (7d10 + 7)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The glass gator can breathe air and water. ***Lunge.*** When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action. ***Silt Cloud (Recharges after a Short or Long Rest).*** After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed. ***Standing Leap.*** The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start. ***Transparency.*** The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target. ***Constrict.*** One creature that's already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw."} {"creature_name":"Glass Wyrm","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"11 (+0)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"draconic, undercommon","skills":"Arcana +6, Insight +4, Perception +8, Persuasion +8, Stealth +4","speed":"30 ft., fly 60 ft.","hit_points":"105 (10d10 + 50)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +4, CON +9, WIS +4, CHA +8","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"paralyzed, poisoned, unconscious","abilities":"***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Spell Reflection.*** Any time the glass wyrm 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 dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Blinding Reflection.*** The glass wyrm reflects available light in a burst of radiance out to a 30-foot radius. Creatures that can see the glass wyrm in the area must succeed on a DC 17 Dexterity saving throw or be blinded for 1 minute. A blinded creature can attempt a DC 17 Constitution saving throw at the end of each of its turns, ending the blinded condition on a success. The glass wyrm can't use this ability if it does not begin its turn within the dim light or bright light radius of a light source. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ***Glass Shards (Recharge 5-6).*** The glass wyrm breaths a 40-foot cone of glass razor-like glass shards. Creatures in the area must succeed on a DC 17 Dexterity saving throw, taking 54 (12d8) piercing damage on a failed saving throw, or half as much damage on a successful one. ***Multiattack.*** The glass wyrm uses its blinding reflection ability, and makes one bite attack and two claw attacks."} {"creature_name":"Gloom Crawler","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"24 (+7)","CON":"18 (+4)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":5900,"creature_cr":10,"languages":"--","skills":"Perception +9, Stealth +11","speed":"20 ft., climb 20 ft.","hit_points":"136 (13d12 + 52)","armor_class":"17","senses":"darkvision 60 ft., passive perception 19","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hyper-Awareness.*** The gloom crawler has advantage on Wisdom (Perception) checks and on saving throws against being blinded.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. ***Multiattack.*** The gloom crawler makes three tentacles attacks and one bite attack. ***Tentacles.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 19). At the beginning of the gloom crawler's turns, it can choose to pull a grappled creature 15 feet to its mouth or constrict its tentacles to deal 10 (1d10 + 5) bludgeoning damage to the grappled target. The gloom crawler can grapple up to three different targets."} {"creature_name":"Gloom Weaver","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"18 (+4)","CON":"14 (+2)","INT":"15 (+2)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"common, elvish","skills":"","speed":"30 ft.","hit_points":"104 (16d8 + 32)","armor_class":"14 (17 with mage armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +8, CON +6","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion","abilities":"***Burden of Time.*** Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. ***Fey Ancestry.*** The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will arcane eye, mage armor, speak with dead<\/i> * 1/day each arcane gate, bane, compulsion, confusion, true seeing<\/i> ***Spellcasting.*** The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) minor illusion, prestidigitation, chill touch <\/i>(3d8 damage), eldritch blast <\/i>(3 beams +4 bonus to each damage roll) * 5th level (3 slots) armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt<\/i>","actions":"***Multiattack*** The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. ***Shadow Spear*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage, or 8 (1d8 + 4) piercing damage plus 26 (4d12) necrotic damage if used with two hands."} {"creature_name":"Gloomstalker","creature_source":"Explorers Guide To Wildemount","STR":"22 (+6)","DEX":"16 (+3)","CON":"14 (+2)","INT":"5 (-3)","WIS":"17 (+3)","CHA":"14 (+2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"understands common but can't speak","skills":"Athletics +9, Perception +6, Intimidation +5, Stealth +6","speed":"40 ft., fly 80 ft.","hit_points":"90 (12d10 + 24)","armor_class":"15 (natural armor)","senses":"darkvision 240 ft., passive perception 16","saving_throws":"STR +9, DEX +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"radiant","condition_immunities":"","abilities":"***Shadowstep.*** As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see. ***Sunlight Sensitivity.*** While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. ***Multiattack.*** The gloomstalker makes two attacks: one with its bite and one with its claws. ***Shriek (Recharge 6).*** The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn. ***Snatch.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained."} {"creature_name":"Gnarljak","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"22 (+6)","CON":"11 (+0)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +5, Stealth +9","speed":"30 ft.","hit_points":"63 (14d6 + 14)","armor_class":"16","senses":"blindsight 30 ft., passive perception 15","saving_throws":"DEX +9","damage_immunities":"necrotic, poison, psychic","damage_resistances":"cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone. ***Gnaw.*** When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action."} {"creature_name":"Gnasher Lizard","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"14 (+2)","CON":"18 (+4)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Perception +4, Stealth +5","speed":"30 ft.","hit_points":"152 (16d10 + 64)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Surprise Attack.*** If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target is grappled (escape DC 16), and the gnasher lizard can only grapple one creature at a time. ***Thrash.*** The gnasher lizard rapidly shakes its head, and any grappled target takes 39 (6d10 + 6) slashing damage. If this damage is enough to drop the target to 0 hit points, the target is dismembered and portions of it are swallowed. A creature who suffers this cannot be brought back to life with anything less than true resurrection."} {"creature_name":"Gnoll","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"12 (+1)","CON":"11 (0)","INT":"6 (-2)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"gnoll","skills":"","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"15 (hide armor, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. ***Longbow.*** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Gnoll Fang of Yeenoghu","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"15 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, gnoll","skills":"","speed":"30 ft.","hit_points":"65 (10d8+20)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"CON +4, WIS +2, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. ***Multiattack.*** The gnoll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Gnoll Flesh Gnawer","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"gnoll","skills":"","speed":"30 ft.","hit_points":"22 (4d8+4)","armor_class":"14 (studded leather armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. ***Multiattack.*** The gnoll makes three attacks: one with its bite and two with its shortsword. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage. ***Sudden Rush.*** Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks."} {"creature_name":"Gnoll Havoc Runner","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"gnoll","skills":"Athletics +5, Perception +5","speed":"30 ft.","hit_points":"58 (9d8 + 18)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Harrying Attacks.*** If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn. ***Lightning Lope.*** The gnoll takes the Dash or Disengage action. ***Pack Tactics.*** The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.","actions":"***Battleaxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands. ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Multiattack.*** The gnoll makes one bite attack and two battleaxe attacks."} {"creature_name":"Gnoll Hunter","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"gnoll","skills":"Perception +3, Stealth +3","speed":"30 ft.","hit_points":"22 (4d8+4)","armor_class":"13 (leather armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn. ***Multiattack.*** The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack."} {"creature_name":"Gnoll Pack Lord","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"8 (-1)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (gnoll)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"gnoll","skills":"","speed":"30 ft.","hit_points":"49 (9d8+9)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. ***Glaive.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ***Incite Rampage (Recharge 5-6).*** One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can."} {"creature_name":"Gnoll Witherling","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"8 (-1)","CON":"12 (+1)","INT":"5 (-3)","WIS":"5 (-3)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"understands gnoll but can't speak","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Rampage.*** When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. ***Vengeful Strike.*** In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. ***Club.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. ***Multiattack.*** The witherling makes two attacks: one with its bite and one with its club, or two with its club."} {"creature_name":"Goat","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"10 (0)","CON":"11 (0)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"40 ft.","hit_points":"4 (1d8)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. ***Sure-Footed.*** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.","actions":"***Ram.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage."} {"creature_name":"Goat-Man","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, giant, trollkin, but cannot speak","skills":"Acrobatics +4, Athletics +6, Stealth +6","speed":"40 ft.","hit_points":"65 (10d8 + 20)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +4","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Headbutt.*** If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Multiattack.*** The goat-man makes one bite attack and one slam attack. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Goblin","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"14 (+2)","CON":"10 (0)","INT":"10 (0)","WIS":"8 (-1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (goblinoid)","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"common, goblin","skills":"Stealth +6","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"15 (leather armor, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.","actions":"***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Goblin Boss","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"10 (0)","INT":"10 (0)","WIS":"8 (-1)","CHA":"10 (0)","creature_size":"small","creature_type":"humanoid (goblinoid)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common, goblin","skills":"Stealth +6","speed":"30 ft.","hit_points":"21 (6d6)","armor_class":"17 (chain shirt, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ***Redirect Attack.*** When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6) piercing damage. ***Multiattack.*** The goblin makes two attacks with its scimitar. The second attack has disadvantage. ***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."} {"creature_name":"Gold Bulette","creature_source":"Tome Of Horrors","STR":"24 (+7)","DEX":"16 (+3)","CON":"26 (+8)","INT":"18 (+4)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"chaotic good","creature_xp":18000,"creature_cr":17,"languages":"common, draconic, dwarven, elven, goblin, orc","skills":"Perception +14","speed":"60 ft., burrow 60 ft.","hit_points":"232 (16d12 + 128)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 24","saving_throws":"DEX +9, WIS +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect Evil and Good.*** The bulette knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. ***Goldbringer.*** If killed, the body of a gold bulette flashes brightly in a nova light that blinds all who can see it permanently (or until cured), which its body condenses into a gold-plated sandstone statue-like version of itself. Stripping off its outer plating and breaking up its remaining body will yield the equivalent of 50,000 gold pieces and 25-50 gemstones of varying value. ***Innate Spellcasting.*** The bulette's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells at will without requiring material components disintegrate, fireball, fly, heal, lightning bolt, magic missile, teleport. ***Karmic Curse.*** Killing a gold bulette permanently entangles all creatures present at the event with tiny planar threads binding them to both the positive and negative planes of existence. This curse will manifest itself as advantage or disadvantage on all future saving throws made by the affected bulette slayers, with a 50% chance at the time each saving throw is made of the effect being beneficial or baleful. The curse can only be removed by the successful casting of a remove curse spell performed while on the astral plane. ***Magic Resistance.*** The bulette has advantage on saving throws against spells and other magical effects. ***Multi-Planar Connection.*** Because their arcane natures tie gold bulettes to both the positive and negative planes, they also simultaneously exist on both of those planes as either a mediumsized globule of light or shadow, respectively. ***Unlimited Spell Use.*** The gold bulette has multiple spells encoded into its brain stem, including (but not limited to) the spells listed above. Because the gold bulette's multi-planar connection acts as a source of magic and power, it can use each spell as many times per days as desired.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 59 (8d12 + 7) piercing damage."} {"creature_name":"Gold Dragon Wyrmling","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"14 (+2)","WIS":"11 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":700,"creature_cr":3,"languages":"draconic","skills":"Perception +4, Stealth +4","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"60 (8d8+24)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +4, CON +5, WIS +2, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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."} {"creature_name":"Gold Mouse Dragon","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"15 (+2)","CON":"16 (+3)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":1100,"creature_cr":4,"languages":"understands common and draconic but can't speak","skills":"Arcana +2, Nature +2, Perception +5, Stealth +6","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"38 (7d4 + 21)","armor_class":"14 (natural armor)","senses":"darkvision 30 ft., passive perception 15","saving_throws":"DEX +4, CON +4, WIS +3, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 27 (5d10) fire damage on a failed saving throw, or half as much damage on a successful one. ***Multiattack.** The gold mouse dragon makes one bite attack and two claw attacks."} {"creature_name":"Gorgimera","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"13 (+1)","CON":"19 (+4)","INT":"4 (-3)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":10000,"creature_cr":13,"languages":"draconic","skills":"Perception +11","speed":"40 ft., fly 50 ft.","hit_points":"114 (12d10 + 48)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 21","saving_throws":"DEX +6, CON +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the gorgimera moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. ***Flyby.*** The gorgimera doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Keen Smell.*** The gorgimera has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Dragon Breath (Recharge 5-6).*** The dragon head exhales its breath based on its color. Each creature in the area affected must make a DC 18 Dexterity saving throw, taking 31 (7d8) damage on a failed save, of half as much on a successful one. * *Black:* 40-foot-long, 5-foot-wide line of acid * *Blue:* 40-foot-long, 5-foot-wide line of lightning * *Green:* 20-foot cone of poisonous gas * *Red:* 20-foot cone of fire * *White:* 20-foot cone of cold ***Gore.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Gorgon Breath. (Recharge 5-6).*** The gorgon head exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or begin to turn to stone and berestrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by a greater restoration spell or other magic. ***Multiattack.*** The gorgimera makes five melee attacks: two with its claws, two bites, and one gore attack. Alternatively, it can use its two breath weapons in place of the bite attacks."} {"creature_name":"Gorgon","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"11 (0)","CON":"18 (+4)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Perception +4","speed":"40 ft.","hit_points":"114 (12d10+48)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"petrified","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. ***Hooves.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. ***Petrifying Breath (Recharge 5-6).*** The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic."} {"creature_name":"Goristro","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"11 (0)","CON":"25 (+7)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"abyssal","skills":"Perception +7","speed":"40 ft.","hit_points":"310 (23d12+161)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +13, DEX +6, CON +13, WIS +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Charge.*** If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone. ***Labyrinthine Recall.*** The goristro can perfectly recall any path it has traveled. ***Magic Resistance.*** The goristro has advantage on saving throws against spells and other magical effects. ***Siege Monster.*** The goristro deals double damage to objects and structures.","actions":"***Fist.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. ***Gore.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage. ***Hoof.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. ***Multiattack.*** The goristro makes three attacks: two with its fists and one with its hoof."} {"creature_name":"Gorson, the Blood Duke","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"15 (+2)","CON":"23 (+6)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":33000,"creature_cr":21,"languages":"abyssal, celestial, common, draconic, giant, goblin, infernal; telepathy 100 ft.","skills":"Acrobatics +9, Arcana +10, Athletics +13, Perception +18, Stealth +9","speed":"50 ft.","hit_points":"218 (19d10 + 114)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 28","saving_throws":"INT +10, WIS +11, CHA +12","damage_immunities":"fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_resistances":"acid, cold","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Ferocious Roar (Costs 3 Actions).*** Gorson releases a thunderous roar, audible out to 100 feet. Allies of Gorson who can hear it gain 19 (4d6 + 5) temporary hit points. Hostile creatures must make a DC 20 Wisdom saving throw. On a failed saving throw, the target takes 19 (4d6 + 5) psychic damage and is frightened for 1 minute. On a successful saving throw, the target takes half damage and is not frightened. While frightened, the target must drop whatever it is holding and use its action to Dash away from Gorson. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to Gorson's Ferocious Roar for 24 hours. ***Innate Spellcasting.*** Gorson's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will detect magic, charm person<\/i> * 3/day each dispel magic, lightning bolt, suggestion, wall of fire<\/i> ***Jump.*** Gorson leaps up to 25 feet in any direction without provoking attacks of opportunity. ***Keen Smell.*** Gorson has advantage on Wisdom (Perception) checks that rely on smell. ***Legendary Resistance (3/day).*** If Gorson fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The devil's weapon attacks are magical. ***Pounce.*** If Gorson moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, Gorson can make one claw attack or one battleaxe attack as a bonus action against it. ***Rake (Costs 2 Actions).*** Gorson rakes its forepaws at one prone creature within 5 feet, attacking twice with its claw attack. ***Running Leap.*** With a 10-foot running start, Gorson can long jump up to 50 feet. Gorson 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. Gorson regains spent legendary actions at the start of its turn.","actions":"***Battleaxe.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage, or 28 (4d10 + 6) slashing damage if used with two hands to make a melee attack. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage. ***Multiattack.*** Gorson makes two attacks with its claw, and then two battleaxe attacks or two slam attacks. If it uses the battleaxe two-handed, it can't also make claw attacks that turn. ***Slam.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. ***Summon (1/day).*** Gorson summons 2d6 bearded devils, 2d4 barbed devils, 1 bone devil, or 1 erinyes. The summoned devil appears in an unoccupied space within 60 feet of Gorson, but can't summon other devils. It remains for 1 minute, until it or Gorson is slain, or until Gorson takes an action to dismiss it."} {"creature_name":"Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"18 (+4)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"95 (10d10 + 40)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 10 (1d6 + 7). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction (+7 to hit, range 20/60 ft.). ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 15 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 26 (4d10 + 4) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 15 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 150 pounds that are within 20 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 15 Dexterity saving throw, taking 17 (3d8 + 4) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 20 feet of the elemental must succeed on a DC 15 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (1/short or long rest).*** The gravity elemental greatly increases local gravity within a 20-foot radius of itself. All creatures, other than the elemental, within that area make a DC 15 Constitution saving throw, taking 48 (8d10 + 4) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Gray Dragon Wyrmling","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"draconic","skills":"Perception +4, Stealth +4","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"44 (8d8 + 8)","armor_class":"16 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 14","saving_throws":"DEX +4, CON +3, WIS +2, CHA +3","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) fire damage. ***Steam Breath (Recharge 5-6).*** The dragon exhales steam in a 15 cone. Creatures in the area must make a DC 11 Constitution saving throw. On a failed saving throw, the creature takes 21 (6d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn't grant resistance to this damage."} {"creature_name":"Gray Ooze","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"2 (-4)","creature_size":"medium","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +2","speed":"10 ft., climb 10 ft.","hit_points":"22 (3d8+9)","armor_class":"8","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing. ***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. ***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.","actions":"***Pseudopod.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Gray Ooze (Psychic)","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"6 (-2)","WIS":"6 (-2)","CHA":"2 (-4)","creature_size":"medium","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +2","speed":"10 ft., climb 10 ft.","hit_points":"22 (3d8+9)","armor_class":"8","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing. ***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. ***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.","actions":"***Pseudopod.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. ***Psychic Crush (Recharge 5-6).*** The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Gray Render","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"13 (+1)","CON":"20 (+5)","INT":"3 (-3)","WIS":"6 (-2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":8400,"creature_cr":12,"languages":"-","skills":"Perception +2","speed":"30 ft.","hit_points":"189 (18d10 + 90)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"STR +8, CON +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. ***Claws*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is prone an additional 7 (2d6) bludgeoning damage is dealt to the target. ***Multiattack*** The gray render makes three attacks: one with its bite and two with its claws."} {"creature_name":"Gray Slaad","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"17 (+3)","CON":"16 (+3)","INT":"13 (+1)","WIS":"8 (-1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"aberration (shapechanger)","creature_alignment":"chaotic neutral","creature_xp":5000,"creature_cr":9,"languages":"slaad, telepathy 60 ft.","skills":"Arcana +5, Perception +6","speed":"30 ft.","hit_points":"127 (17d8+51)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components * At will detect magic, detect thoughts, invisibility <\/i>(self only), mage hand, major image<\/i> * 2/day each fear, fly, fireball, tongues<\/i> * 1/day plane shift <\/i>(self only) ***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects ***Magic Weapons.*** The slaad's weapon attacks are magical. ***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ***Shapechanger.*** The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Variant Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.","actions":"***Bite (Slaad Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claws (Slaad Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ***Greatsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or greatsword."} {"creature_name":"Gray Thirster","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"16 (+3)","CON":"15 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"understands all languages it knew in life but can't speak","skills":"Stealth +5","speed":"30 ft.","hit_points":"39 (6d8 + 12)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Thirst.*** The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. ***Drought (1/Day).*** The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area must make a DC 13 Constitution saving throw, taking 9 (2d8) necrotic damage on a failure, and half damage on a success. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed. ***Multiattack.*** The gray thirster makes two claw attacks and one Withering Turban attack ***Withering Turban.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels."} {"creature_name":"Graz'zt","creature_source":"Out Of The Abyss","STR":"22 (+6)","DEX":"15 (+2)","CON":"21 (+5)","INT":"23 (+6)","WIS":"21 (+5)","CHA":"26 (+8)","creature_size":"large","creature_type":"fiend (demon","creature_alignment":"shapechanger)","creature_xp":62000,"creature_cr":24,"languages":"all, telepathy 120 ft.","skills":"Deception +15, Insight +12, Perception +12, Persuasion +15","speed":"40 ft.","hit_points":"378 (36d10+180)","armor_class":"20 (natural armor)","senses":"truesight 120 ft.","saving_throws":"DEX +9, CON +12, WIS +12","damage_immunities":"poison; bludgeoning, piercing, and slashing that is nonmagical","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack.*** Graz'zt attacks once with the Wave of Sorrow. ***Dance, My Puppet!.*** One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. ***Innate Spellcasting.*** Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components * At will charm person, crown of madness, detect magic, dispel magic, dissonant whispers<\/i> * 3/day each counterspell, darkness, dominate person, sanctuary, telekinesis, teleport<\/i> * 1/day each dominate monster, greater invisibility<\/i> ***Legendary Resistance (3/Day).*** If Graz'zt fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Graz'zt has advantage on saving throws against spell and other magic effects. ***Magic Weapon.*** Graz'zt's weapon attacks are magical. ***Shapechanger.*** Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed. ***Sow Discord.*** Graz'zt casts crown of madness or dissonant whispers. Graz'zt 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 creautre's turn. Graz'zt regains spent legendary actions at the start of his turn. ***Teleport.*** Graz'zt uses his Teleport action.","actions":"***Multiattack.*** Graz'zt attacks twice with the Wave of Sorrow. ***Teleport.*** Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. ***Wave of Sorrow (Greatsword).*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6 + 6) slashing damage plus 14 (4d6) acid damage."} {"creature_name":"Greater Acid Elemental","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"15 (+2)","CON":"22 (+6)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"137 (11d12 + 66)","armor_class":"16","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 18 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. ***Vulnerability to Water.*** For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage plus 49 (14d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Greater Death Butterfly Swarm","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"16 (+3)","CON":"10 (+0)","INT":"1 (-5)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"huge","creature_type":"swarm","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"","speed":"5 ft., fly 40 ft. (hover)","hit_points":"84 (13d12)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"cold, fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, petrified","abilities":"***Potent Poison.*** The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point. ***Weight of Wings.*** As death butterfly swarm but with DC 16 Dexterity saving throw","actions":"***Bites.*** Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition. ***Multiattack.*** The swarm makes a Bite attack against every target in its spaces."} {"creature_name":"Greater Fire Crab","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"10 (+0)","CON":"20 (+5)","INT":"2 (-4)","WIS":"16 (+3)","CHA":"2 (-4)","creature_size":"huge","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":5900,"creature_cr":10,"languages":"understands ignan but can't speak","skills":"Athletics +10","speed":"40 ft., swim 40 ft.","hit_points":"173 (15d12 + 75)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 13","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed","abilities":"***Heated Body.*** A creature that touches the fire crab or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.","actions":"***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage plus 14 (4d6) fire damage. If both claw attacks hit in the same turn and the target is Huge size or smaller, the target is grappled (escape DC 16). While grappled, the target is restrained and takes 14 (4d6) fire damage at the start of its turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. ***Constrict.*** If a target is grappled, the greater fire crab squeezes it and the target takes 12 (1d12 + 6) bludgeoning damage and 14 (4d6) fire damage. ***Multiattack.*** The greater fire crab makes two claw attacks"} {"creature_name":"Greater Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"20 (+5)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"161 (14d12 + 70)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 12 (1d6 + 9). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +9 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet. ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 17 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 38 (6d10 + 5) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 17 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to three objects weighing no more than 250 pounds that are within 40 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 17 Dexterity saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 40 feet of the elemental must succeed on a DC 17 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (Recharge 5-6).*** The gravity elemental greatly increases local gravity within a 40-foot radius of itself. All creatures, other than the elemental, within that area make a DC 17 Constitution saving throw, taking 83 (12d12 + 5) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Greater Lightning Elemental","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"25 (+7)","CON":"16 (+3)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"auran","skills":"","speed":"0 ft., fly 50 ft.","hit_points":"90 (12d8 + 36)","armor_class":"17","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Lightning.*** A creature that touches the lightning elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. ***Water Susceptibility.*** For every 5 feet that the lightning elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.","actions":"***Globe Lightning (Recharge 5-6).*** The lightning elemental discharges 3 globes of electricity that hover in its space for 1 minute. Whenever a creature enters or starts its turn within 5 feet of the elemental, one of the globes discharges. The target must make a DC 19 Dexterity saving throw, taking 16 (2d8 + 7) lightning damage on a failed saving throw, or half as much damage on a successful one. As each globe discharges, it disappears. ***Lightning Bolt.*** Ranged Spell Attack: +11 to hit, range 20/60 ft., one target. Hit: 47 (9d8 + 7) lightning damage. ***Multiattack.*** The lightning elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) lightning damage."} {"creature_name":"Greater Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"8 (-1)","CON":"22 (+6)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":11500,"creature_cr":14,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"175 (14d12 + 84)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 42 (12d6) slashing damage and 42 (12d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 13 (3d8) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Greater Thaumaturmite","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"17 (+3)","CON":"10 (+0)","INT":"3 (-4)","WIS":"5 (-3)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"27 (6d8)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 7","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Consume Magic.*** Any magical cloth that the thaumaturmite hits starts to corrode. Each time the thaumaturmite bites into a magical cloth which is worn or carried, the bearer of the item must make a successful DC 12 Dexterity saving throw or the item starts corroding. After two failed saving throws the item loses its magical qualities. ***Magic Resistance.*** The thaumaturmite has advantage on saving throws against spells and other magical effects. ***Magic Scent.*** The thaumaturmite can pinpoint, by scent, the location of any magical cloth within 30 feet of it. ***Spider Climb.*** The thaumaturmite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 25 (5d8+3) piercing damage."} {"creature_name":"Greater Zombie","creature_source":"Tales From The Yawning Portal","STR":"18 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"4 (-3)","WIS":"6 (-2)","CHA":"6 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"30 ft.","hit_points":"97 (13d8+39)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"WIS + 1","damage_immunities":"poison","damage_resistances":"cold, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Source.*** tales from the yawning portal, page 237 ***Turn Resistance.*** The zombie has advantage on saving throws against any effect that turns undead. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ***Undead Nature.*** A zombie doesn't require air, food, drink, or sleep.","actions":"***Empowered Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. ***Multiattack.*** The zombie makes two melee attacks."} {"creature_name":"Green Abishai","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"17 (+3)","CON":"16 (+3)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"draconic, infernal, telepathy 120 ft.","skills":"Deception +9, Insight +6, Perception +6, Persuasion +9","speed":"30 ft., fly 40 ft.","hit_points":"187 (25d8 + 75)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"INT +8, CHA +9","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the abishai's darkvision. ***Innate Spellcasting.*** The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components * At will alter self, major image<\/i> * 3/day each charm person, detect thoughts, fear<\/i> * 1/day each confusion, dominate person, mass suggestion<\/i> ***Magic Resistance.*** The abishai has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The abishai's weapon attacks are magical.","actions":"***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. ***Multiattack.*** The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack."} {"creature_name":"Green Bulette","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"24 (+7)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":10000,"creature_cr":13,"languages":"--","skills":"Perception +5","speed":"40 ft., fly 80 ft.","hit_points":"121 (9d12 + 63)","armor_class":"17 (solid) or 20 (gaseous)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Emerald Dust.*** If killed (whether in solid or gaseous form), the body of a green bulette appears to implode out of existence with a thump and inward rush of air. If the immediate area is searched, it is found to be lightly dusted in a fine green powder of emerald dust, which can be collected and used to create both potent poisons and poison-based magics. ***Gaseous Form.*** While in gaseous form, the bulette can occupy another creature's space and vice versa. In addition, if air can pass through a space, the bulette can pass through it without squeezing. ***Gone With the Wind.*** If a green bulette is reduced to 50% of its hit points, it disperes itself to the winds and escapes, regathering itself at a later time to rest and heal. ***Magic Resistance.*** The bulette has advantage on saving throws against spells and other magical effects. ***Multi-State Existence.*** While appearing as a solid, animal-based creature when stalking or resting, the green bulette instinctively shifts as a reaction into a poisonous gaseous form when attacked, appearing as a roiling cloud of green-tinged smoke with glittering emerald particles floating within it. The green bulette will maintain its gaseous form and use it to attack, attempting to poison and choke its adversaries. It will only revert to its solid state again once it is safe and free from attack. ***Planar Connection.*** Because their arcane natures tie green bulettes to the Elemental Plane of Air, they also simultaneously exist there as insubstantial and barely visible vaporous apparitions. slashing (gaseous form only)\"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage. ***Creeping Death.*** While it is in gaseous form, one creature in the bulette's space must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. ***State Change.*** As an action, the bulette can transform from its solid form into a cloud of poisonous gas that is 10 feet square."} {"creature_name":"Green Dragon Wyrmling","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"14 (+2)","WIS":"11 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +3","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"38 (7d8+7)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +3, CON +3, WIS +2, CHA +3","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. ***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Green Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft., swim 30 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The guard drake can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"Green Guardian Gargoyle","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"14 (+2)","CON":"18 (+4)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, terran","skills":"Perception +6","speed":"40 ft., fly 60 ft.","hit_points":"85 (10d8 + 40)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from a weathered, inanimate statue that is covered in fungus, lichen, and moss. ***Magic Weapons.*** The gargoyle's attacks are magical. ***Reanimation.*** The eyes of a green guardian gargoyle are made of two pieces of jet (500 gp each) that detect as both magic (faint conjuration) and evil. After being destroyed, a green guardian automatically reanimates in 1d8+2 days unless the eye gems are crushed and disenchanted with both dispel magic and remove curse. ***Swoop.*** If the green guardian flies at least 20 feet straight towards a target and then hits it with its gore attack on the same turn, the target takes an additional 9 (2d8) piercing damage. If the target is a creature, it must make a DC 13 Strength saving throw or be knocked prone.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +45 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If both claws attacks hit the same target, then it is grappled (escape DC 12) and restrained. At the start of the gargoyle's next turn, it will attempt to fly off with the target. ***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage. ***Multiattack.*** The green guardian makes four attacks: one with its bite, two with its claws, and one with its gore."} {"creature_name":"Green Hag","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, draconic, sylvan","skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","speed":"30 ft.","hit_points":"82 (11d8+33)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The hag can breathe air and water. ***Hag Coven.*** When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. ***Hag Eye (Coven Only).*** A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components At will dancing lights, minor illusion, vicious mockery ***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ***Shared Spellcasting (Coven Only).*** While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 13, +5 to hit with spell attacks) * 1st level (4 slots) identify, ray of sickness<\/i> * 2nd level (3 slots) hold person, locate object<\/i> * 3rd level (3 slots) bestow curse, counterspell, lightning bolt<\/i> * 4th level (3 slots) phantasmal killer, polymorph<\/i> * 5th level (2 slots) contact other plane, scrying<\/i> * 6th level (1 slot) eye bite<\/i>","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. ***Invisible Passage.*** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her."} {"creature_name":"Green Slaad","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"11 (0)","WIS":"8 (-1)","CHA":"12 (+1)","creature_size":"large","creature_type":"aberration (shapechanger)","creature_alignment":"chaotic neutral","creature_xp":3900,"creature_cr":8,"languages":"slaad, telepathy 60 ft.","skills":"Arcana +3, Perception +2","speed":"30 ft.","hit_points":"127 (15d10+45)","armor_class":"16 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components * At will detect magic, detect thoughts, mage hand<\/i> * 2/day each fear, invisibility <\/i>(self only) * 1/day fireball<\/i> ***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects ***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ***Shapechanger.*** The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Variant Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.","actions":"***Bite (Slaad Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Claw (Slaad Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Hurl Flame.*** Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren 't being worn or carried. ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. ***Staff.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Greenskin Orc","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"common, orc","skills":"Intimidation +0, Perception +2, Stealth +4 (+6 In Forests), Survival +2","speed":"35 ft.","hit_points":"11 (2d8 + 2)","armor_class":"13 (leather)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arboreal Hunter.*** The greenskin orc has advantage on Dexterity (Stealth) checks when in temperate or warm forests.","actions":"***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage when used with two hands."} {"creature_name":"Greenskin Orc Elf Hunter","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"20 (+5)","CON":"15 (+2)","INT":"9 (-1)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, elvish, orc, sylvan","skills":"Acrobatics +8, Intimidation +2, Nature +2, Perception +5, Stealth +8 (+11 In Forests), Survival +5","speed":"35 ft.","hit_points":"105 (14d8 + 42)","armor_class":"17 (studded leather)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"STR +6, DEX +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arboreal Hunter.*** The greenskin orc has advantage on Dexterity (Stealth) checks when in temperate or warm forests. ***Favored Enemy.*** The elfhunter has advantage on Wisdom (Perception) and Wisdom (Survival) checks to track or notice any variety of elf or fey creature. ***Forest Hunter.*** When the elfhunter hits a creature with a weapon attack, the creature takes an extra 3 (1d6) damage (included in the weapon damage). ***Land Stride.*** The elfhunter can move through nonmagical difficult terrain without using extra movement and can pass through nonmagical plants without being slowed by them and without taking damage from them even if they have thorns, spines, or a similar hazard. ***Spellcasting.*** The elfhunter is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following ranger spells prepared * 1st level (4 slots) cure wounds, detect magic, jump, longstrider<\/i> * 2nd level (3 slots) find traps, pass without trace, silence<\/i>","actions":"***Longbow.*** Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 13 (1d8 +1d6 + 5) piercing damage. ***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 1d6 + 3) slashing damage or 12 (1d10 + 1d6 + 3) slashing damage when used with two hands. ***Multiattack.*** The green orc elfhunter makes two attacks with its longsword or two with its longbow."} {"creature_name":"Grell","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"12 (+1)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"grell","skills":"Perception +4, Stealth +6","speed":"10 ft., fly 30 ft. (hover)","hit_points":"55 (10d8+10)","armor_class":"12","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, prone","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage. ***Multiattack.*** The grell makes two attacks: one with its tentacles and one with its beak. ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it."} {"creature_name":"Gremlin","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"16 (+3)","CON":"11 (+0)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"common, goblin, sylvan","skills":"Acrobatics +5, Arcana +4, Perception +4, Sleight Of Hand +5, Stealth +5","speed":"20 ft., climb 20 ft.","hit_points":"10 (3d6)","armor_class":"14 (leather)","senses":"passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The gremlin's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells without requiring material components. * At will arcane lock, knock<\/i> * 3/day find traps<\/i> * 1/day passwall<\/i> ***Knot Expert.*** The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Gremlin Filcher","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"17 (+3)","CON":"13 (+1)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, goblin, sylvan","skills":"Acrobatics +6, Arcana +5, Perception +5, Sleight Of Hand +9, Stealth +9","speed":"20 ft.","hit_points":"45 (10d6 + 10)","armor_class":"15 (studded leather)","senses":"passive perception 15","saving_throws":"DEX +6, INT +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** The gremlin filcher can take the Dash, Disengage, or Hide actions. ***Evasion.*** If the gremlin filcher is subjected to an efect that allows it to make a Dexterity saving throw to take only half damage, the filcher instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Fast Hands.*** The gremlin filcher can use a bonus action to use an object or to make a Dexterity (Sleight of Hand) check to pickpocket one object on a target's body which it is not holding. The target makes an opposed Dexterity (Acrobatics) check if it is aware of the gremlin's presence, avoiding the attempt if the target wins. If the target is unaware of the gremlin, the filcher's attempt to pickpocket the target succeeds. ***Innate Spellcasting.*** The gremlin's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells without requiring material components. * At will arcane lock, knock<\/i> * 3/day find traps<\/i> * 1/day passwall<\/i> ***Knot Expert.*** The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects. ***Sneak Attack.*** Once per turn, the filcher deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gremlin that isn't incapacitated and the gremlin doesn't have disadvantage on the attack roll.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Multiattack.*** The filcher makes two shortsword attacks and one bite attack. ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Greruor (Frog Demon)","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"17 (+3)","CON":"21 (+5)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"abyssal, common, telepathy 120 ft.","skills":"Intimidation +7, Perception +6","speed":"40 ft.","hit_points":"136 (13d10 + 65)","armor_class":"17 (natural armor)","senses":"truesight 120 ft., passive perception 16","saving_throws":"DEX +7, CON +9, CHA +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components * At will darkness, detect evil and good, shatter<\/i> * 3/day each confusion, hold person<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Combustible Spittle (Recharge 5-6).*** The demon spits a line of acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much on a successful one. At the start of the demon's next turn, the acid ignites and any targets hit by it burst into flames, taking 10 (3d6) fire damage per round until extinguished. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its ranseur. It can attack with its tongue instead of making a bite attack. ***Ranseur.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage. ***Tongue.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the demon cannot attack with its tongue."} {"creature_name":"Gribbon","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"15 (+2)","CON":"13 (+1)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"11 (+0)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Stealth +4","speed":"30 ft., fly 30 ft.","hit_points":"13 (3d6 + 3)","armor_class":"12","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The gribbon has advantage on an attack roll against a creature if at least one of the gribbon's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Dart.*** Ranged Weapon Attack: +4 to hit, range 26/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Grick","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"14 (+2)","CON":"11 (0)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"27 (6d8)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Stone Camouflage.*** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Multiattack.*** The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."} {"creature_name":"Grick Alpha","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"16 (+3)","CON":"15 (+2)","INT":"4 (-3)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"75 (10d10+20)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Stone Camouflage.*** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Beak.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Multiattack.*** The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage."} {"creature_name":"Griffon","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +5","speed":"30 ft., fly 80 ft.","hit_points":"59 (7d10+21)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The griffon has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Beak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The griffon makes two attacks: one with its beak and one with its claws."} {"creature_name":"Grim Jester","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"22 (+6)","CON":"18 (+4)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"abyssal, celestial, common, gnomish, telepathy 60 ft.","skills":"Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight Of Hand +10, Stealth +10","speed":"30 ft.","hit_points":"136 (16d8 + 64)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"DEX +10, CON +8, CHA +9","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components At will disguise self, grease, inflict wounds, magic mouth, misty step 3/day each contagion, mirror image 1/day each delayed blast fireball, finger of death, mislead, seeming ***Last Laugh.*** Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing. ***Mock the Dying.*** Death saving throws made within 60 feet of the jester have disadvantage. ***Ridicule Hope (recharge 4-6).*** When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured. ***Turn Resistance.*** The jester has advantage on saving throws against any effect that turns undead.","actions":"***Joker's Shuffle (recharge 6).*** The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17). ***Killing Joke (recharge 6).*** The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic."} {"creature_name":"Grimlock","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"12 (+1)","INT":"9 (-1)","WIS":"8 (-1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (grimlock)","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"undercommon","skills":"Athletics +5, Perception +3, Stealth +3","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"11","senses":"blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)","saving_throws":"","damage_immunities":"blinded","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blind Senses.*** The grimlock can't use its blindsight while deafened and unable to smell. ***Keen Hearing and Smell.*** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Stone Camouflage.*** The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Spiked Bone Club.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage."} {"creature_name":"Grisha","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"12 (+1)","CON":"12 (+1)","INT":"11 (0)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (damaran human)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, undercommon","skills":"Persuasion +5, Religion +2","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"18 (chain mail, shield)","senses":"","saving_throws":"WIS +4, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared * Cantrips (at will) guidance, light, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) cure wounds, divine favor, inflict wounds, protection from good, shield of faith<\/i> * 2nd level (3 slots) continual flame, hold person, magic weapon, spiritual weapon<\/i> * 3rd level (3 slots) bestow curse, dispel magic, spirit guardian<\/i>","actions":"***+1 Flail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) bludgeoning damage ***Multiattack.*** Grisha makes two attacks with his +1 flail."} {"creature_name":"Grung","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"14 (+2)","CON":"15 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"small","creature_type":"humanoid (grung)","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"grung","skills":"Athletics +2, Perception +2, Stealth +4, Survival +2","speed":"25 ft., climb 25 ft.","hit_points":"11 (2d6+4)","armor_class":"12","senses":"","saving_throws":"DEX +4","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The grung can breathe air and water. ***Poisonous Skin.*** Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Standing Leap.*** The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ***Variant Grung Poison.*** Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. >A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage."} {"creature_name":"Grung Elite Warrior","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"small","creature_type":"humanoid (grung)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"grung","skills":"Athletics +2, Perception +2, Stealth +5, Survival +2","speed":"25 ft., climb 25 ft.","hit_points":"49 (9d6+18)","armor_class":"13","senses":"","saving_throws":"DEX +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The grung can breathe air and water. ***Poisonous Skin.*** Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Standing Leap.*** The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ***Variant Grung Poison.*** Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. >A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. Orange. The poisoned creature is frightened of its allies. Gold. The poisoned creature is charmed and can speak Grung.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ***Mesmerizing Chirr (Recharge 6).*** The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage."} {"creature_name":"Grung Wildling","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"10 (0)","WIS":"15 (+2)","CHA":"11 (0)","creature_size":"small","creature_type":"humanoid (grung)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"grung","skills":"Athletics +2, Perception +4, Stealth +5, Survival +4","speed":"25 ft., climb 25 ft.","hit_points":"27 (5d6+10)","armor_class":"13 (16 with barkskin)","senses":"","saving_throws":"DEX +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The grung can breathe air and water. ***Poisonous Skin.*** Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Spellcasting.*** The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells 1st level (4 slots) cure wounds, jump 2nd level (3 slots) barkskin, spike growth 3rd level (2 slots) plant growth ***Standing Leap.*** The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ***Variant Grung Poison.*** Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. >A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. Red. The poisoned creature must use its action to eat if food is within reach.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage."} {"creature_name":"Guard","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":25,"creature_cr":0.125,"languages":"any one language (usually common)","skills":"Perception +2","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"16 (chain shirt, shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"Guardian Demon","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"12 (+1)","CON":"26 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +5","speed":"30 ft.","hit_points":"85 (10d10 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. ***Flame Breath (Recharge 5-6).*** The demon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The demon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Guardian Naga","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"18 (+4)","CON":"16 (+3)","INT":"16 (+3)","WIS":"19 (+4)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful good","creature_xp":5900,"creature_cr":10,"languages":"celestial, common","skills":"","speed":"40 ft.","hit_points":"127 (15d10+45)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +8, CON +7, INT +7, WIS +8, CHA +8","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Rejuvenation.*** 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. ***Spellcasting.*** 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 * Cantrips (at will) mending, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) command, cure wounds, shield of faith<\/i> * 2nd level (3 slots) calm emotions, hold person<\/i> * 3rd level (3 slots) bestow curse, clairvoyance<\/i> * 4th level (3 slots) banishment, freedom of movement<\/i> * 5th level (2 slots) flame strike, geas<\/i> * 6th level (1 slot) true seeing<\/i>","actions":"***Bite.*** 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. ***Spit Poison.*** 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."} {"creature_name":"Gug","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"10 (+0)","CON":"25 (+7)","INT":"10 (+0)","WIS":"8 (-1)","CHA":"14 (+2)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"deep speech, giant, undercommon","skills":"Athletics +11, Perception +3, Stealth +4","speed":"40 ft.","hit_points":"270 (20d12 + 140)","armor_class":"17 (natural armor)","senses":"darkvision 240 ft., passive perception 13","saving_throws":"STR +12, DEX +4, CON +11, CHA +6","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"confusion, exhaustion, paralysis, poisoned","abilities":"***A gug 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. A gug regains spent legendary actions at the start of its turn. ***Attack.*** The gug makes one slam or stomp attack. ***Grab.*** Melee Weapon Attack +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17). ***Move.*** The gug moves up to half its speed. ***Swallow.*** The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement. ***Throw.*** The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same. ***Towering Strength.*** A gug can lift items up to 4,000 pounds as a bonus action.","actions":"***Multiattack.*** The gug makes two slam attacks, two stomp attacks, or one of each. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion. ***Stomp.*** Melee Weapon Attack. +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage."} {"creature_name":"Gulper Eel","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +4","speed":"swim 50 ft.","hit_points":"112 (15d10 + 30)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The eel has advantage on Wisdom (Perception) checks that rely on smell. ***Water Breathing.*** The eel can only breathe underwater.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the eel can bite only the grappled creature and has advantage on attack rolls to do so. ***Swallow.*** The eel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 10 (3d6) acid damage at the start of each of the eel's turns. The eel can have only one target swallowed at a time. If the eel takes 25 damage or more on a single turn from the creature inside of it, the eel must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."} {"creature_name":"Gynosphinx","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful neutral","creature_xp":7200,"creature_cr":11,"languages":"common, sphinx","skills":"Arcana +12, History +12, Perception +8, Religion +8","speed":"40 ft., fly 60 ft.","hit_points":"136 (16d10+48)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"psychic","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Cast a Spell (Costs 3 Actions).*** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. ***Claw Attack.*** The sphinx makes one claw attack. The gynosphinx 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 gynosphinx regains spent legendary actions at the start of its turn. ***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. ***Magic Weapons.*** The sphinx's weapon attacks are magical. ***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared * Cantrips (at will) mage hand, minor illusion, prestidigitation<\/i> * 1st level (4 slots) detect magic, identify, shield<\/i> * 2nd level (3 slots) darkness, locate object, suggestion<\/i> * 3rd level (3 slots) dispel magic, remove curse, tongues<\/i> * 4th level (3 slots) banishment, greater invisibility<\/i> * 5th level (1 slot) legend lore<\/i> ***Teleport (Costs 2 Actions).*** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Multiattack.*** The sphinx makes two claw attacks."} {"creature_name":"Gypsosphinx","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"18 (+4)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":11500,"creature_cr":14,"languages":"abyssal, common, darakhul, sphinx","skills":"Arcana +9, History +9, Perception +9, Religion +9","speed":"40 ft., fly 70 ft.","hit_points":"171 (18d10 + 72)","armor_class":"17 (natural armor)","senses":"truesight 90 ft., passive perception 19","saving_throws":"","damage_immunities":"psychic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Bite Attack.*** The sphinx makes one bite attack. ***Cast a Spell (Costs 3 Actions).*** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. ***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. ***Magic Weapons.*** The sphinx's weapon attacks are magical. ***Mystic Sight.*** A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death (\"If we fight, I will kill you and eat your heart. I have seen it,\" is a favorite bluff). ***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared Cantrips (at will): mage hand, mending, minor illusion, poison spray 1st level (4 slots) comprehend languages, detect magic, identify 2nd level (3 slots) blur, darkness, locate object 3rd level (3 slots) dispel magic, glyph of warding, major image 4th level (3 slots) blight, greater invisibility 5th level (1 slot) cloudkill ***Teleport (Costs 2 Actions).*** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ***The sphinx can take 3 legendary actions, choosing from the options below.*** Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage. ***Multiattack.*** The sphinx makes one bite attack and two claw attacks. ***Rake.*** If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage."} {"creature_name":"Hadrosaurus","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +2","speed":"40 ft.","hit_points":"19 (3d10+3)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Tail.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage."} {"creature_name":"Halaster Blackcloak","creature_source":"Dungeon Of The Mad Mage","STR":"10 (+0)","DEX":"18 (+4)","CON":"18 (+4)","INT":"24 (+7)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"abyssal, celestial, common, draconic, dwarvish, elvish, infernal, undercommon","skills":"Arcana +21, History +21, Perception +11","speed":"30 ft.","hit_points":"246 (29d8+116)","armor_class":"14 (17 with *mage armor*)","senses":"darkvision 120 ft., passive perception 21","saving_throws":"INT +14, WIS +11","damage_immunities":"","damage_resistances":"fire and lightning (granted by the *blast scepter*; see \"special equipment\" below)","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Recovery (1/Day).*** When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower. Halaster 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. Halaster regains spent legendary actions at the start of his turn. ***Cast Spell.*** Halaster casts a spell of 3rd level or lower. ***Legendary Resistance (3/Day).*** If Halaster fails a saving throw, he can choose to succeed instead. ***Rejuvenation.*** If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. ***Special Equipment.*** Halaster wears a *robe of eyes* that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. Halaster wields a *blast scepter* (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the *blast scepter* gains resistance to fire and lightning damage and can, as an action, use it to cast *thunderwave* as a 4th-level spell (save DC 16) without expending a spell slot. Halaster also wears a *horned ring* (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see \"Alterations to Magic\"). ***Spell Ward (Costs 2 Actions).*** Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot. ***Spellcasting.*** Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast *disguise self* and *invisibility* at will. He can cast *fly* and *lightning bolt* once each without expending a spell slot, but can't do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared * Cantrips (at will) dancing lights, fire bolt, light, mage hand, prestidigitation<\/i> * 1st level (4 slots) mage armor, magic missile, shield, silent image<\/i> * 2nd level (3 slots) arcane lock, cloud of daggers, darkvision, knock<\/i> * 3rd level (3 slots) counterspell, dispel magic, fireball<\/i> * 4th level (3 slots) confusion, hallucinatory terrain, polymorph<\/i> * 5th level (3 slots) Bigby's hand, geas, wall of force<\/i> * 6th level (2 slots) chain lightning, globe of invulnerability, programmed illusion<\/i> * 7th level (2 slots) finger of death, symbol, teleport<\/i> * 8th level (1 slot) maze, mind blank<\/i> * 9th level (1 slot) meteor swarm, wish<\/i>","actions":"***Blast Scepter.*** Halaster uses his *blast scepter* to cast *thunderwave* as a 4th-level spell (save DC 16)."} {"creature_name":"Half-Ogre (Ogrillon)","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"14 (+2)","INT":"7 (-2)","WIS":"9 (-1)","CHA":"10 (0)","creature_size":"large","creature_type":"giant","creature_alignment":"any chaotic alignment","creature_xp":200,"creature_cr":1,"languages":"common, giant","skills":"","speed":"30 ft.","hit_points":"30 (4d10+8)","armor_class":"12 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Battleaxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. ***Javelin.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage."} {"creature_name":"Half-Red Dragon Veteran","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"common, draconic","skills":"Athletics +5, Perception +2","speed":"30 ft.","hit_points":"65 (10d8+20)","armor_class":"18 (plate)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"STR +5, CON +4","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","actions":"***Fire Breath (Recharge 5-6).*** The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. ***Heavy Crossbow.*** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. ***Longsword.*** Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Harpy","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"13 (+1)","CON":"12 (+1)","INT":"7 (-2)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common","skills":"","speed":"20 ft., fly 40 ft.","hit_points":"38 (7d8+7)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ***Club.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. ***Luring Song.*** The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. ***Multiattack.*** The harpy makes two attacks: one with its claws and one with its club."} {"creature_name":"Haugbui","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"17 (+3)","CON":"18 (+4)","INT":"15 (+2)","WIS":"20 (+5)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful neutral","creature_xp":10000,"creature_cr":13,"languages":"the languages it spoke in life; telepathy 120 ft.","skills":"Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12","speed":"0 ft., fly 40 ft. (hover)","hit_points":"136 (16d8 + 64)","armor_class":"18 (natural armor)","senses":"truesight 60 ft., passive perception 20","saving_throws":"DEX +8, CON +9, WIS +10","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, lightning, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Incorporeal Movement.*** The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components Constant detect thoughts, invisibility, mage hand, scrying At will dancing lights, druidcraft, mending, spare the dying 7/day each bane, create or destroy water, fog cloud, purify food and drink 5/day each blindness/deafness, gust of wind, locate object, moonbeam, shatter 3/day each bestow curse, dispel magic, plant growth, remove curse, telekinesis 1/day each blight, contagion, dream 1/week each geas, hallow ***Legendary Resistance (3/Day).*** If the haugbui fails a saving throw it can choose to succeed instead. ***Sepulchral Scrying (1/Day).*** An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period. ***Sunlight Sensitivity.*** While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Turn Resistance.*** The haugbui has advantage on saving throws against any effect that turns undead.","actions":"***Multiattack.*** The haugbui makes two psychic claw attacks. ***Psychic Claw.*** Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage."} {"creature_name":"Hawk","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"16 (+3)","CON":"8 (-1)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +4","speed":"10 ft., fly 60 ft.","hit_points":"1 (1d4-1)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage."} {"creature_name":"Hell Hound","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"understands infernal but can't speak it","skills":"Perception +5","speed":"50 ft.","hit_points":"45 (7d8+14)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. ***Fire Breath (Recharge 5-6).*** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Hell Moth","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"17 (+3)","CON":"15 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"10 ft., fly 60 ft.","hit_points":"52 (7d10 + 14)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Damage Transfer.*** While the hell moth is grappling a creature, the hell moth takes only half the damage dealt to it, and the creature grappled by the hell moth takes the other half. ***Keen Scent.*** The hell moth has advantage on Wisdom (Perception) checks based on scent.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Engulf.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 15). Until this grapple ends, the target is restrained and blinded, and the hell moth can't engulf another target. ***Immolation (1/Short or Long Rest).*** The hell moth detonates, dealing 33 (6d10) fire damage to itself and any grappled creature."} {"creature_name":"Hellbender","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"19 (+4)","INT":"5 (-3)","WIS":"9 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"hellbender","skills":"","speed":"20 ft.","hit_points":"76 (8d10 + 32)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"fire","damage_resistances":"acid, poison","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage plus 4 (1d8) fire damage. ***Fiery Pulse (Recharge 5-6).*** The hellbender sends a burst of fire from all small pores in its chitin-like hide. Any creature within 5 feet of the hellbender must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The hellbender makes two attacks with its claws."} {"creature_name":"Hellcat","creature_source":"Tome Of Horrors","STR":"3 (-4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"understands common but can't speak; telepathy 60 ft.","skills":"Perception +4, Stealth +4","speed":"40 ft., climb 30 ft.","hit_points":"44 (8d4 + 24)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"INT +2, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Sense.*** The hellcat can sense the exact location of any humanoid within 120 feet with less than half its hit points. ***False Appearance.*** Unless it is using its Death Gaze ability, the hellcat is indistinguishable from a normal housecat. ***Magic Resistance.*** The hellcat has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Death Gaze (Recharge 5-6).*** One target within 30 feet of the hellcat that it can see must make a DC 14 Constitution saving throw. On a failed saving throw, the target takes 27 (6d8) necrotic damage. If the creature drops to 0 hit points from this damage, it dies, and can only be restored to life by means of a true resurrection or wish spell. ***Multiattack.*** The hellcat makes one bite attack and one claw attack."} {"creature_name":"Hellenrae","creature_source":"Elemental Evil","STR":"13 (+1)","DEX":"18 (+4)","CON":"14 (+2)","INT":"10 (0)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, terran","skills":"Acrobatics +7, Athletics +4, Insight +5, Perception +5","speed":"30 ft.","hit_points":"78 (12d8+24)","armor_class":"16","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, poisoned","abilities":"***Evasion.*** If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. ***Parry and Counter.*** Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach. ***Stunning Strike (Recharge 5-6).*** When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn. ***Unarmored Defense.*** While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. ***Unarmored Movement.*** While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).","actions":"***Multiattack.*** Hellenrae makes three melee attacks. ***Unarmed Strike.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage."} {"creature_name":"Hellfire Engine","creature_source":"Mordenkainens Tome Of Foes","STR":"20 (+5)","DEX":"16 (+3)","CON":"24 (+7)","INT":"2 (-4)","WIS":"10 (0)","CHA":"1 (-4)","creature_size":"huge","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":15000,"creature_cr":16,"languages":"understands infernal but can't speak","skills":"","speed":"40 ft.","hit_points":"216 (16d12 + 112)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"DEX +8, WIS +5, CHA +0","damage_immunities":"fire, poison","damage_resistances":"cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious","abilities":"***Immutable Form.*** The hellfire engine is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The hellfire engine has advantage on saving throws against spells and other magical effects.","actions":"***Flesh-Crushing Stride*** The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. ***Hellfire Weapons*** The hellfire engine uses one of the following options: * Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. * Lightning Flail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. * Thunder Cannon. The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect."} {"creature_name":"Helmed Horror","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"10 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"understands the languages of its creator but can't speak","skills":"Perception +4","speed":"30 ft., fly 30 ft.","hit_points":"60 (8d8+24)","armor_class":"20 (plate, shield)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"force, necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned","abilities":"***Magic Resistance.*** The helmed horror has advantage on saving throws against spells and other magical effects. ***Spell Immunity.*** The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.","actions":"***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ***Multiattack.*** The helmed horror makes two longsword attacks."} {"creature_name":"Herald Of Blood","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"12 (+1)","CON":"20 (+5)","INT":"14 (+2)","WIS":"17 (+3)","CHA":"16 (+3)","creature_size":"huge","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"common, draconic, infernal, void speech","skills":"Arcana +6, Perception +7","speed":"30 ft., swim 30 ft, fly 50 ft.","hit_points":"115 (10d12 + 50)","armor_class":"15 (natural armor)","senses":"darkvision 240 ft., passive perception 17","saving_throws":"STR +10, CON +9, WIS +7","damage_immunities":"fire, poison","damage_resistances":"piercing, lightning","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***A herald of blood 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. A herald of blood regains spent legendary actions at the start of its turn. ***Blood Armor.*** The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack. ***Call of Blood (2 Actions).*** Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. ***Gift of Blood.*** As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation. ***Grant Blood Rage.*** As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss. ***Humanoid Form.*** A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will. ***Majesty of Ragnarok (3 Actions).*** The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion. ***Melting Touch.*** When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw. ***Move (1 Action).*** The herald of blood moves up to half its speed.","actions":"***Engulfing Protoplasm.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way."} {"creature_name":"Herald Of Darkness","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"20 (+5)","INT":"12 (+1)","WIS":"15 (+2)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, elvish, goblin, infernal, sylvan","skills":"Athletics +8, Deception +8, Perception +5","speed":"30 ft., swim 30 ft, fly 50 ft.","hit_points":"105 (10d10 + 50)","armor_class":"15 (chain shirt)","senses":"darkvision 200 ft., passive perception 15","saving_throws":"STR +8, CON +8, CHA +8","damage_immunities":"cold, lightning, necrotic, poison","damage_resistances":"bludgeoning, thunder","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Corrupting Touch.*** A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw. ***Gift of Darkness.*** A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation. ***Shadow Form.*** A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.","actions":"***Embrace Darkness.*** Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis. ***Majesty of the Abyss (Recharge 4-6).*** The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds. ***Multiattack.*** The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack. ***Shadow Sword.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage."} {"creature_name":"Herald of Tsathogga","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"7 (-2)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"huge","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":20000,"creature_cr":18,"languages":"--","skills":"Perception +9","speed":"10 ft., fly 60 ft.","hit_points":"299 (26d12 + 130)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 19","saving_throws":"DEX +9, CON +11, WIS +9, CHA +7","damage_immunities":"","damage_resistances":"thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bloated.*** If the Herald of Tsathogga attacks with more than four tentacles during a single turn, its movement speed is reduced to 0 and it falls prone. The herald can use half its movement on its next turn to rise from the prone position. ***Regeneration.*** The Herald of Tsathogga regains 20 hit points at the start of its turn. If the herald takes fire or lightning damage, this trait doesn't function at the start of the herald's next turn. The herald dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bellow (Recharge 5-6).*** The Herald of Tsathogga emits a deafening, trilling croak. All creatures within 30 feet of the herald that can hear it must make a DC 19 Constitution saving throw, taking 28 (8d6) thunder damage on a failure, or half as much damage on a successful save. On a failed save, the creature is also deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the herald can't bite another target. ***Multiattack.*** The Herald of Tsathogga makes up to twelve attacks: one with its bite or swallow, one with its tongue, and it can make one attack with each of its ten tentacles. ***Swallow.*** The Herald of Tsathogga makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside of the herald, and it takes 21 (6d6) acid damage at the start of each of the herald's turns. The herald can have only one target swallowed at a time. If the herald takes 50 damage or more on a single turn from the swallowed creature, the herald must succeed on a DC 15 Constitution saving throw at the end of that turn or forcefully disgorge the creature, which falls prone in a space within 20 feet of the herald. If the herald dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. ***Tentacle.*** Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature other than an undead, it must succeed on a DC 19 Constitution 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. ***Tongue.*** Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 9 (2d8) acid damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 25 feet toward the Herald."} {"creature_name":"Hezrou","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"17 (+3)","CON":"20 (+5)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"30 ft.","hit_points":"136 (13d10+65)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +7, CON +8, WIS +4","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects. ***Stench.*** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The hezrou makes three attacks: one with its bite and two with its claws. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A 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."} {"creature_name":"Hill Giant","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"8 (-1)","CON":"19 (+4)","INT":"5 (-3)","WIS":"9 (-1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"giant","skills":"Perception +2","speed":"40 ft.","hit_points":"105 (10d12+40)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Greatclub.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. ***Multiattack.*** The giant makes two greatclub attacks. ***Rock.*** Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. ***Squash.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up."} {"creature_name":"Hippogriff","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"13 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +5","speed":"40 ft, fly 60 ft.","hit_points":"19 (3d10+3)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The hippogriff makes two attacks: one with its beak and one with its claws."} {"creature_name":"Hoard Golem","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"15 (+2)","CON":"20 (+5)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"huge","creature_type":"construct","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"understands the language of its creator but can't speak","skills":"Athletics +10, Perception +4","speed":"40 ft.","hit_points":"161 (14d12 + 70)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 14","saving_throws":"CON +9","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical. ***Strike with Awe.*** Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage. ***Thieving Whirlwind (Recharge 5-6).*** The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action."} {"creature_name":"Hobgoblin","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"common, goblin","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"18 (chain mail, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Martial Advantage.*** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.","actions":"***Longbow.*** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Longsword.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands."} {"creature_name":"Hobgoblin Captain","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"12 (+1)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"common, goblin","skills":"","speed":"30 ft.","hit_points":"39 (6d8+12)","armor_class":"17 (half plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Martial Advantage.*** Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.","actions":"***Greatsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. ***Multiattack.*** The hobgoblin makes two greatsword attacks."} {"creature_name":"Hobgoblin Devastator","creature_source":"Volos Guide","STR":"13 (+1)","DEX":"12 (+1)","CON":"14 (+2)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, goblin","skills":"Arcana +5","speed":"30 ft.","hit_points":"45 (7d8+14)","armor_class":"13 (studded leather armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Advantage.*** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. ***Army Arcane.*** When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. ***Source.*** Volo's Guide to Monsters, p. 161 ***Spellcasting.*** The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared * Cantrips (at will) acid splash, fire bolt, ray of frost, shocking grasp<\/i> * 1st level (4 slots) fog cloud, magic missile, thunderwave<\/i> * 2nd level (3 slots) gust of wind, Melf's acid arrow, scorching ray<\/i> * 3rd level (3 slots) fireball, fly, lightning bolt<\/i> * 4th level (1 slot) ice storm<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands."} {"creature_name":"Hobgoblin Iron Shadow","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"common, goblin","skills":"Acrobatics +5, Athletics +4, Stealth +5","speed":"40 ft.","hit_points":"32 (5d8+10)","armor_class":"15","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared * Cantrips (at will) minor illusion, prestidigitation, true strike<\/i> * 1st level (3 slots) charm person, disguise self, expeditious retreat, silent image<\/i> ***Unarmored Defense.*** While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.","actions":"***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage. ***Multiattack.*** The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. ***Shadow Jaunt.*** The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness. ***Unarmed Strike.*** Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage."} {"creature_name":"Hobgoblin Warlord","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"16 (+3)","INT":"14 (+2)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (goblinoid)","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common, goblin","skills":"","speed":"30 ft.","hit_points":"97 (13d8+39)","armor_class":"20 (plate, shield)","senses":"darkvision 60 ft.","saving_throws":"INT +5, WIS +3, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Martial Advantage.*** Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. ***Parry.*** The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. ***Longsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. ***Shield Bash.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone."} {"creature_name":"Homunculus","creature_source":"Monster Manual","STR":"4 (-3)","DEX":"15 (+2)","CON":"11 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"construct","creature_alignment":"neutral","creature_xp":10,"creature_cr":0,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft., fly 40 ft.","hit_points":"5 (2d4)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Telepathic Bond.*** While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way."} {"creature_name":"Hook Horror","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"10 (0)","CON":"15 (+2)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"hook horror","skills":"Perception +3","speed":"30 ft., climb 30 ft.","hit_points":"75 (10d10+20)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., darkvision 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The hook horror can't use its blindsight while deafened. ***Keen Hearing.*** The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Hook.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Multiattack.*** The hook horror makes two hook attacks."} {"creature_name":"Hook Horror Spore Servant","creature_source":"Out Of The Abyss","STR":"18 (+4)","DEX":"10 (0)","CON":"15 (+2)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"-","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"75 (10d10+20)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, paralyzed","actions":"***Hook.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Multiattack.*** The spore servant makes two hyook attacks."} {"creature_name":"Horakh","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"19 (+4)","CON":"19 (+4)","INT":"8 (-1)","WIS":"15 (+2)","CHA":"10 (+0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"understands undercommon","skills":"Athletics +8, Perception +6, Stealth +8","speed":"40 ft., climb 30 ft.","hit_points":"161 (19d8 + 76)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 30 ft., passive perception 20","saving_throws":"DEX +12","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shadow Stealth.*** A horakh can hide as a bonus action if it's in dim light or darkness. ***Standing Leap.*** As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14). ***Implant Egg.*** If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation. ***Multiattack.*** The horakh makes two claw attacks and one bite attack."} {"creature_name":"Horizonback Tortoise","creature_source":"Explorers Guide To Wildemount","STR":"28 (+9)","DEX":"3 (-4)","CON":"25 (+7)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":7,"languages":"understands goblin but can't speak","skills":"","speed":"20 ft.","hit_points":"227 (13d20 + 91)","armor_class":"17 (natural armor), 22 while in its shell","senses":"darkvision 60 ft., passive perception 10","saving_throws":"STR +12, CON +10","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The tortoise can breathe air and water. ***Massive Frame.*** The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not prone. Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained.","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. ***Shell Defense (Recharge 4-6).*** The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone."} {"creature_name":"Horned Devil","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"17 (+3)","CON":"21 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"17 (+3)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"20 ft., fly 60 ft.","hit_points":"178 (17d10+85)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"STR +10, DEX +7, WIS +7, CHA +7","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Fork.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Hurl Flame.*** Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ***Multiattack.*** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. ***Tail.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing."} {"creature_name":"Hound Of The Night","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"16 (+3)","CON":"14 (+2)","INT":"9 (-1)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"understands elvish and umbral but can't speak","skills":"Intimidation + 3, Perception +5, Stealth +6","speed":"30 ft.","hit_points":"112 (15d10 + 30)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"DEX +6, CON +5, WIS +5","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Blood Scent.*** A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow. ***Innate Spellcasting.*** The hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components At will dimension door","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. ***Frost Breath (Recharge 5-6).*** The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw."} {"creature_name":"Howler","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"16 (+3)","CON":"15 (+2)","INT":"5 (-2)","WIS":"20 (+5)","CHA":"6 (-2)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"understands abyssal but can't speak","skills":"Perception +8","speed":"40 ft.","hit_points":"90 (12d10 + 24)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Pack Tactics.*** A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Mind-Breaking Howl (Recharge 6)*** The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. ***Multiattack*** The howler makes two bite attacks. ***Rending Bite*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance."} {"creature_name":"Howling Hatred Initiate","creature_source":"Elemental Evil","STR":"10 (0)","DEX":"15 (+2)","CON":"10 (0)","INT":"10 (0)","WIS":"9 (-1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":25,"creature_cr":0.125,"languages":"common","skills":"Deception +2, Religion +2, Stealth +4","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"13 (leather)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Guiding Wind (Recharges after a Short or Long Rest).*** As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn. ***Hold Breath.*** The initiate can hold its breath for 30 minutes.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Howling Hatred Priest","creature_source":"Elemental Evil","STR":"12 (+1)","DEX":"16 (+3)","CON":"10 (0)","INT":"14 (+2)","WIS":"10 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"auran, common","skills":"Acrobatics +5, Intimidation +4, Religion +4","speed":"30 ft.","hit_points":"45 (10d8)","armor_class":"15 (studded leather)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The priest can hold its breath for 30 minutes. ***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) blade ward, gust, light, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) featherfall, shield, witch bolt<\/i> * 2nd level (3 slots) dust devil, gust of wind<\/i> * 3rd level (2 slots) gaseous form<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Multiattack.*** The priest makes two melee attacks or two ranged attacks. ***Scimitar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Hraesvelgr The Corpse Swallower","creature_source":"Tome Of Beasts","STR":"25 (+7)","DEX":"10 (+0)","CON":"20 (+5)","INT":"16 (+3)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"huge","creature_type":"giant","creature_alignment":"titan), neutral","creature_xp":22000,"creature_cr":19,"languages":"auran, common, giant (can't speak in roc form)","skills":"Athletics +13, Perception +9, Survival +9","speed":"50 ft. (20 ft., fly 120 ft. in roc form)","hit_points":"241 (21d12 + 105)","armor_class":"19 (natural armor)","senses":", passive perception 19","saving_throws":"DEX +6, INT +9, WIS +9, CHA +11","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"lightning, thunder","damage_vulnerabilities":"","condition_immunities":"exhaustion","abilities":"***Attack.*** Hraesvelgr makes a fist or talon attack. ***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. ***Hraesvelgr's Lair.*** 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 - 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. - 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. - 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. ***Innate Spellcasting.*** Hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components At will feather fall, light 3/day control weather ***Keen Sight (Roc Form Only).*** Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight. ***Legendary Resistance (3/day).*** If Hraesvelgr fails a saving throw, he can choose to succeed instead. ***Move (2 actions).*** 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. ***Regional Effects.*** The region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects - Strong windstorms are common within 6 miles of the lair. - Giant avian beasts are drawn to the lair and fiercely defend it against intruders. - The wind within 10 miles of the lair bears a pungent carrion stench. If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Shapechanger.*** 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. ***Swallow (3 actions, Roc Form Only).*** 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.","actions":"***Beak (Roc Form Only).*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. ***Fist (Giant Form Only).*** 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. ***Gale Blast (recharge 5-6).*** 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. ***Multiattack.*** Hraesvelgr makes two attacks. ***Talons (Roc Form Only).*** 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."} {"creature_name":"Hsagrath","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"12 (+1)","CON":"11 (+0)","INT":"9 (-1)","WIS":"5 (-3)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"45 (10d8)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., passive perception 10","saving_throws":"DEX +4","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, poisoned","abilities":"***Antimagic Susceptibility.*** The hsagrath is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hsagrath must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***False Appearance.*** While the hsagrath remains motionless and isn't flying, it is indistinguishable from a normal chain. ***Fiendish Humor.*** When a target reaches 0 hit points, a hsgarath will release and seek a new target.","actions":"***Constrict.*** Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 12 (2d8+3) bludgeoning damage and the target is grappled (Escape DC 16). A grappled opponent takes 12 (2d8+3) bludgeoning damage at the beginning of its turn. The hsagrath can't make any other attacks while it has a creature grappled. ***Whip.*** Melee Weapon Attack: +6 to hit, reach 30 ft., all targets within range. Hit: 7 (1d8+3) bludgeoning damage."} {"creature_name":"Huecuva","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"the languages it knew in life","skills":"Perception +3, Stealth +5","speed":"30 ft.","hit_points":"39 (6d8 + 12)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, poisoned","abilities":"***Shroud of Deception.*** During daylight hours only, a huecuva is transformed and looks, feels, and sounds like the living creature it once was. A creature that interacts with the huecuva must succeed on a DC 14 Intelligence (Investigation) check to realize the appearance of the huecuva is an illusion. Creatures with the Keen Smell trait automatically pass the check versus the illusion as the scent of the huecuva remains that of the grave.","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the poisoned target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The huecuva makes two attacks with its claws."} {"creature_name":"Huge Acid Elemental","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"15 (+2)","CON":"20 (+5)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"103 (9d12 + 45)","armor_class":"15","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 16 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. ***Vulnerability to Water.*** For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 28 (8d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Huge Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"18 (+4)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"126 (12d12 + 48)","armor_class":"14","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 11 (1d6 + 8). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +9 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet. ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 16 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 31 (5d10 + 4) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 200 pounds that are within 40 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 16 Dexterity saving throw, taking 22 (4d8 + 4) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 40 feet of the elemental must succeed on a DC 16 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (Recharge 6).*** The gravity elemental greatly increases local gravity within a 40-foot radius of itself. All creatures, other than the elemental, within that area make a DC 16 Constitution saving throw, taking 53 (9d10 + 4) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Huge Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"8 (-1)","CON":"22 (+6)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"137 (11d12 + 66)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 31 (9d6) slashing damage and 31 (9d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 13 (3d8) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Hulking Crab","creature_source":"Storm Kings Thunder","STR":"19 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"3 (-4)","WIS":"11 (0)","CHA":"3 (-4)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Stealth +2","speed":"20 ft., swim 30 ft.","hit_points":"76 (8d12+24)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The crab can breathe air and water. ***Shell Camouflage.*** While the crab remains motionless with its eyestalks and pincers tucked close to it's body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discren its true nature with a successful DC 15 intelligence (Nature) check.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target. ***Multiattack.*** The crab makes two attacks with its claws."} {"creature_name":"Hulking Whelp","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"10 (+0)","CON":"18 (+4)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"40 ft.","hit_points":"94 (9d12 + 36)","armor_class":"15 (natural armor)","senses":"impaired sight 30 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Calm State.*** When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan ***Poor Senses.*** A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away. ***Quick Step.*** A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move. ***Unleashed Emotion.*** When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days.","actions":"***Multiattack.*** The hulking whelp makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."} {"creature_name":"Hundun","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"16 (+3)","INT":"4 (-3)","WIS":"20 (+5)","CHA":"18 (+4)","creature_size":"large","creature_type":"celestial","creature_alignment":"chaotic good","creature_xp":5900,"creature_cr":10,"languages":"understands celestial and primordial, but cannot speak intelligibly","skills":"Athletics +9, Insight +9, Perception +9","speed":"40 ft., fly 40 ft.","hit_points":"153 (18d10 + 54)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., passive perception 20","saving_throws":"CON +7, WIS +9, CHA +8","damage_immunities":"acid, psychic","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious","abilities":"***01-10 Inspired .*** Advantage on attack rolls, ability checks, and saving throws ***11-20 Distracted .*** Disadvantage on attack rolls, ability checks, and saving throws ***21-50 Incoherent .*** The target does nothing but babble or scribble incoherent notes on a new idea ***51-75 Obsessed .*** Target is recipient of geas to create a quality magical object ***76-100 Suggestible .*** Target receives a suggestion from the hundun ***Brainless.*** 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. ***Dance of Creation.*** 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. ***Enlightening Befuddlement.*** When a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one 1d100 Result ***Innate Spellcasting.*** The hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components Constant confusion (always centered on the hundun), detect thoughts At will create or destroy water, dancing lights, mending, prestidigitation 3/day each compulsion, dimension door, black tentacles, irresistible dance 1/day each awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape ***Magic Weapons.*** The hundun's weapon attacks are magical.","actions":"***Multiattack.*** The hundun makes four slam attacks. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage."} {"creature_name":"Hunter Shark","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"15 (+2)","INT":"1 (-5)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +2","speed":"swim 40 ft.","hit_points":"45 (6d10+12)","armor_class":"12 (natural armor)","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Water Breathing.*** The shark can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."} {"creature_name":"Hurricane","creature_source":"Elemental Evil","STR":"12 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"10 (0)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"auran, common","skills":"Acrobatics +5","speed":"45 ft.","hit_points":"33 (6d8+6)","armor_class":"14","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Deflect Missiles.*** When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free. ***Spellcasting.*** The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) blade ward, gust, light, prestidigitation<\/i> * 1st level (4 slots) feather fall, jump, thunderwave<\/i> * 2nd level (2 slots) gust of wind<\/i> ***Unarmored Defense.*** While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ***Unarmored Movement.*** While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).","actions":"***Multiattack.*** The hurricane makes two melee attacks. ***Unarmed Strike.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."} {"creature_name":"Husk Zombie","creature_source":"Explorers Guide To Wildemount","STR":"16 (+3)","DEX":"10 (+0)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"35 ft.","hit_points":"37 (5d8 + 15)","armor_class":"10","senses":"darkvision 60 ft., passive perception 8","saving_throws":"CON +5, WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Curse of the Husk.*** A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack."} {"creature_name":"Husk Zombie Burster","creature_source":"Explorers Guide To Wildemount","STR":"16 (+3)","DEX":"10 (+0)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"35 ft.","hit_points":"37 (5d8 + 15)","armor_class":"10","senses":"darkvision 60 ft., passive perception 8","saving_throws":"CON +5, WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Curse of the Husk.*** A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Burst.*** The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack."} {"creature_name":"Hutijin","creature_source":"Mordenkainens Tome Of Foes","STR":"27 (+8)","DEX":"15 (+2)","CON":"25 (+7)","INT":"23 (+6)","WIS":"19 (+4)","CHA":"25 (+7)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":33000,"creature_cr":21,"languages":"all, telepathy 120 ft.","skills":"Intimidation +14, Perception +11","speed":"30 ft., fly 60 ft.","hit_points":"200 (16d10 + 112)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 21","saving_throws":"DEX +9, CON +14, WIS +11","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack*** Hutijin attacks once with his mace. ***Infernal Despair.*** Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. ***Innate Spellcasting.*** Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility <\/i>(self only), lightning bolt, suggestion, wall of fire<\/i> * 3/day dispel magic<\/i> * 1/day each heal, symbol <\/i>(hopelessness only) ***Legendary Resistance (3/Day).*** If Hutijin fails a saving throw, he can choose to succeed instead. ***Lightning Storm (Costs 2 Actions)*** Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. ***Magic Resistance.*** Hutijin has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Hutijin's weapon attacks are magical. ***Regeneration.*** Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate. Hutijin 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. Hutijin regains spent legendary actions at the start of his turn. ***Teleport*** Hutijin uses his Teleport action.","actions":"***Bite*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claw*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ***Mace*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. ***Multiattack*** Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. ***Tail*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. ***Teleport*** Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."} {"creature_name":"Hybrid Revenant","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"10 (+0)","CON":"19 (+4)","INT":"10 (+0)","WIS":"3 (-4)","CHA":"9 (-1)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"understands common, but cannot speak","skills":"","speed":"40 ft.","hit_points":"209 (22d10 + 88)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 6","saving_throws":"CON +8, INT +4","damage_immunities":"necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, fright, poison, unconscious","abilities":"***Explosive Despair.*** The suffering of the hybrid revenant is so great that it explodes outward around itself from time to time, at random, as a palpable and deadly force. At the beginning of the hybrid revenant's initiative, roll 1d6. On a one, the hybrid revenant doubles over in apparent pain, incapacitated for this round. At the same time, necrotic withering hurtles outward from the revenant in a 30-foot radius. Each creature in this area must make a DC 17 Constitution saving throw, taking 71 (13d10) damage on a failed save, or half as much damage on a successful one. ***Taint on the Land.*** If the hybrid revenant is merely slain, the restless spirits that formed it will not be satisfied. Deprived of a body, they will remain in waiting for another like-minded soul to join them, and the process will begin again (and in the meantime, the location of its corpse will attract other undead to the area). The hybrid revenant may be forcibly laid to rest after its body is slain by casting hallow on any physical remains. However, a hybrid revenant may also be laid to rest through roleplay, for a party and GM so inclined, by learning the revenant's tale and providing some form of solace, justice, epiphany, or catharsis.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The hybrid revenant attacks once with its bite and twice with its claws. ***Wail of the Yawning Void (Recharge 4-6).*** When a hybrid revenant howls, those who hear its cry are consumed by the nameless, gaping loss within the revenant's soul. All creatures within 60 feet of the revenant that can hear it must succeed on a DC 17 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends on it, the creature is immune to the revenant's Wail of the Yawning Void for 24 hours."} {"creature_name":"Hydra","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"12 (+1)","CON":"20 (+5)","INT":"2 (-4)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"","skills":"Perception +6","speed":"30 ft., swim 30 ft.","hit_points":"172 (15d12+75)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The hydra can hold its breath for 1 hour. ***Multiple Heads.*** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. ***Reactive Heads.*** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. ***Wakeful.*** While the hydra sleeps, at least one of its heads is awake.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. ***Multiattack.*** The hydra makes as many bite attacks as it has heads."} {"creature_name":"Hydrodemon","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"8 (-1)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"abyssal","skills":"Perception +6","speed":"30 ft., fly 40 ft., swim 60 ft.","hit_points":"85 (9d10 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +5, CON +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The hydrodemon can breathe air and water. ***Innate Spellcasting.*** The hydrodemon's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will darkness, detect magic, water walk<\/i> * 2/day each dimension door, teleport<\/i> * 1/day each hallow<\/i> ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the demon can't bite another target. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The hydrodemon makes three attacks: one with its bite and two with its claws. The demon can use its Sleep Spittle instead of using its bite. ***Sleep Spittle.*** One target within 60 ft. must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. The sleeping target can be awakened if someone uses an action to shake or slap the sleeper awake, and the target will wake if it takes damage. ***Summon (1/day).*** The demon chooses what to summon and attempts a magical summoning. A hydrodemon has a 30% chance of summoning one hydrodemon. A 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."} {"creature_name":"Hydroloth","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"21 (+5)","CON":"16 (+3)","INT":"19 (+4)","WIS":"10 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Insight +4, Perception +4","speed":"20 ft., swim 40 ft.","hit_points":"135 (18d8 + 54)","armor_class":"15","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The hydroloth can breathe air and water. ***Innate Spellcasting.*** The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components * At will darkness, detect magic, dispel magic, invisibility <\/i>(self only), water walk<\/i> * 3/day each control water, crown of madness, fear, phantasmal killer, suggestion<\/i> ***Magic Resistance.*** The hydroloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The hydroloth's weapon attacks are magical. ***Secure Memory.*** The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. ***Watery Advantage.*** While submerged in liquid, the hydroloth has advantage on attack rolls.","actions":"***Bite*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Claws*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack*** The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. ***Steal Memory (1/Day)*** The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. ***Teleport*** The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."} {"creature_name":"Hyena","creature_source":"Monster Manual","STR":"11 (0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3","speed":"50 ft.","hit_points":"5 (1d8+1)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage."} {"creature_name":"Ia'affrat","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"21 (+5)","CON":"16 (+3)","INT":"20 (+5)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"large","creature_type":"swarm","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"common, draconic, infernal, primordial","skills":"Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11","speed":"5 ft., fly 40 ft. (hover)","hit_points":"170 (20d10 + 60)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 120 ft., passive perception 19","saving_throws":"DEX +10, CON +8, WIS +9, CHA +11","damage_immunities":"fire, poison; bludgeoning, piercing, slashing","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned","abilities":"***Elemental Swarm.*** Ia'Affrat can occupy another creature's space and vice versa, and the swarm can move through any opening ***Inhabit.*** 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. ***Innate Spellcasting.*** 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 At will fire bolt, poison spray 3/day each burning hands, invisibility, ray of enfeeblement, ray of sickness 1/day each bestow curse, contagion, harm, insect plague, fireball ***Magic Resistance.*** Ia'Affrat has advantage on saving throws against spells and other magical effects ***Smoke Shroud.*** 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. ***large enough for a Tiny insect.***","actions":"***Bites.*** 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. ***Smoke Jump.*** Ia'Affrat can travel instantly to a space in sight where there's smoke. ***Whirlwind (Recharge 4-6).*** 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."} {"creature_name":"Iarno 'Glasstaff' Albrek","creature_source":"Lost Mine Of Phandelver","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (+0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic, dwarvish, elvish","skills":"Arcana +5, History +5","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"12","senses":"passive perception 11","saving_throws":"INT +5, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Iarno is a 4th level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Iarno knows the following spells from the wizard's spell list * Cantrips (at will) light, mage hand, shocking grasp<\/i> * 1st Level (4 slots) charm person, magic missile<\/i> * 2nd Level (3 slots) hold person, misty step<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage."} {"creature_name":"Ice Devil","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"14 (+2)","CON":"18 (+4)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"180 (19d10+76)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +9, WIS +7, CHA +9","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. ***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. ***Multiattack.*** The devil makes three attacks: one with its bite, one with its claws, and one with its tail. ***Tail.*** Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. ***Wall of Ice.*** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."} {"creature_name":"Ice Devil Spear","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"14 (+2)","CON":"18 (+4)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"180 (19d10+76)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +9, WIS +7, CHA +9","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. ***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. ***Ice Spear.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack.*** The devil makes two attacks: one with its spear and one with its tail. ***Tail.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. ***Wall of Ice.*** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."} {"creature_name":"Ice Golem","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"71 (11d8 + 22)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Icy Destruction.*** When the golem dies, it shatters in an explosion of jagged ice shards, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Cold Breath (Recharge 5-6).*** The golem exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The golem can make two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage."} {"creature_name":"Ice Maiden","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"17 (+3)","CON":"15 (+2)","INT":"19 (+4)","WIS":"13 (+1)","CHA":"23 (+6)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common, giant, sylvan","skills":"Deception +9, Persuasion +9, Stealth +6","speed":"30ft.","hit_points":"84 (13d8 + 26)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"CON +5, CHA +9","damage_immunities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Chilling Presence.*** Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect. ***Cold Eyes.*** Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness. ***Ice Walk.*** Ice maidens move across icy and snowy surfaces without penalty. ***Innate Spellcasting.*** The ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells At will chill touch, detect magic, light, mage hand, prestidigitation, resistance 5/day each endure elements (cold only), fear, fog cloud, misty step 3/day each alter self, protection from energy, sleet storm 1/day ice storm ***Magic Resistance.*** The ice maiden has advantage on saving throws against spells and other magical effects. ***Snow Invisibility.*** In snowy environments, the ice maiden can turn invisible as a bonus action.","actions":"***Flurry-Form.*** The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning. ***Ice Dagger.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. ***Icy Entangle.*** Ice and snow hinder her opponent's movement, as the entangle spell (DC 17). ***Kiss of the Frozen Heart.*** An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target. ***Multiattack.*** The frost maiden makes two ice dagger attacks. ***Snowblind Burst.*** In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect."} {"creature_name":"Ice Mephit","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"13 (+1)","CON":"10 (0)","INT":"9 (-1)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"aquan, auran","skills":"Perception +2, Stealth +3","speed":"30 ft., fly 30 ft.","hit_points":"21 (6d6)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold, poison","damage_resistances":"","damage_vulnerabilities":"bludgeoning, fire","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. ***False Appearance.*** While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. ***Innate Spellcasting (1/Day).*** The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. ***Frost Breath (Recharge 6).*** The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Ice Toad","creature_source":"Tyranny Of Dragons","STR":"13 (+1)","DEX":"10 (0)","CON":"14 (+2)","INT":"8 (-1)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"ice toad","skills":"Perception +2","speed":"30 ft., swim 30 ft.","hit_points":"32 (5d8+10)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The toad can breathe air or water. ***Cold Aura.*** Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. ***Standing Leap.*** The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target."} {"creature_name":"Ice Troll","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"9 (-1)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant","skills":"Perception +2","speed":"30 ft.","hit_points":"68 (8d10 + 24)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire, slashing","condition_immunities":"","abilities":"***Regeneration.*** The ice troll regains 10 hit points at the start of its turn. If the troll is not making physical contact with ice or near-freezing water, this trait doesn't function at the start of the troll's next turn. The cave dies only if starts its turn with 0 hit points and doesn't regenerate. ***Slashing Susceptibility.*** If an attack made with a slashing weapon scores a critical hit on the ice troll, the troll must succeed on a DC 13 Constitution saving throw or lose a limb. Roll a d6. On a roll of 1-3, the troll loses an arm, and on a roll of 4-6 the troll loses a leg. It is GM's choice as to whether it was the right or left arm or leg.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) cold damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Multiattack.*** The cave troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Idolic Deity","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"20 (+5)","CON":"18 (+4)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"20 (+5)","creature_size":"small","creature_type":"construct","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"telepathy 60 ft.","skills":"Deception +8, Stealth +8","speed":"0 ft., fly 30 ft.","hit_points":"90 (12d6 + 48)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"WIS +3","damage_immunities":"poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Apostasy Aura.*** The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect. ***Incorporeal Movement.*** The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Shadow Stealth.*** While in dim light or darkness, the idolic deity can take the Hide action as a bonus action. ***Stealth in darkness.*** The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.","actions":"***Multiattack.*** The idolic deity uses Seduce the Righteous and makes two slam attacks. ***Seduce the Righteous.*** The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage."} {"creature_name":"Illithilich","creature_source":"Volos Guide","STR":"11 (0)","DEX":"16 (+3)","CON":"16 (+3)","INT":"20 (+5)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"any evil alignment","creature_xp":41000,"creature_cr":22,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Arcana +18, History +12, Insight +9, Perception +9","speed":"30 ft.","hit_points":"135 (18d8+54)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +10, INT +12, WIS +9","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, lightning, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Cast Spell (Costs 1-3 Actions).*** The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell. ***Extract Brain (Costs 2 Actions).*** The illithilich uses Extract Brain. ***Innate Spellcasting (Psionics).*** The illithilich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. At will detect thoughts, levitate 1/day each dominate monster, plane shift (self only) ***Legendary Resistance (3/Day).*** If the illithilich fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The illithilich has advantage on saving throws against spells and other magical effects. ***Mind Blast (Costs 3 Actions).*** The illithilich recharges its Mind Blast and uses it. The illithilich 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 illithilich regains spent legendary actions at the start of its turn. ***Rejuvenation.*** If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. ***Spellcasting.*** The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared * Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) detect magic, magic missile, shield, thunderwave<\/i> * 2nd level (3 slots) detect thoughts, invisibility, Melf's acid arrow, mirror image<\/i> * 3rd level (3 slots) animate dead, counterspell, dispel magic, fireball<\/i> * 4th level (3 slots) blight, dimension door<\/i> * 5th level (3 slots) cloudkill, scrying<\/i> * 6th level (1 slot) disintegrate, globe of invulnerability<\/i> * 7th level (1 slot) finger of death, plane shift<\/i> * 8th level (1 slot) dominate monster, power word stun<\/i> * 9th level (1 slot) power word kill<\/i> ***Tentacles.*** The illithilich makes one attack with its tentacles. ***Turn Resistance.*** The illithilich has advantage on saving throws against any effect that turns undead.","actions":"***Extract Brain.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. ***Mind Blast (Recharge 5-6).*** The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned 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. ***Paralyzing Touch.*** Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution 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. ***Tentacles.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Illusionist","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"13 (+1)","INT":"16 (+3)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any four languages","skills":"Arcana +5, History +5","speed":"30 ft.","hit_points":"38 (7d8+7)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +5, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher).*** As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. ***Spellcasting.*** The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared * Cantrips (at will) dancing lights, mage hand, minor illusion, poison spray<\/i> * 1st level (4 slots) color spray\\*, disguise self\\*, mage armor, magic missile<\/i> * 2nd level (3 slots) invisibility\\*, mirror image\\*, phantasmal force<\/i> * 3rd level (3 slots) major image\\*, phantom steed* <\/i> * 4th level (1 slot) phantasmal killer* <\/i> *Illusion spell of 1st level or higher","actions":"***Quarterstaff.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Imix","creature_source":"Elemental Evil","STR":"19 (+4)","DEX":"24 (+7)","CON":"22 (+6)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"23 (+6)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":22000,"creature_cr":19,"languages":"common, ignan","skills":"","speed":"50 ft., fly 50 ft.","hit_points":"325 (26d12+156)","armor_class":"17","senses":"blindsight 120 ft.","saving_throws":"DEX +14, CON +13, CHA +13","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Combustion (Costs 3 Actions).*** Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire. ***Empowered Attacks.*** Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. ***Fire Aura.*** At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him ***Fire Form.*** Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. ***Heat Wave.*** Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion. ***Illumination.*** Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. ***Innate Spellcasting.*** Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will fireball, wall of fire<\/i> * 3/day each fire storm, haste, teleport<\/i> ***Legendary Resistance (3/Day).*** If Imix fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Imix has advantage on saving throws against spells and other magical effects. The imix 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 imix regains spent legendary actions at the start of its turn. ***Teleport (Costs 2 Actions).*** Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.","actions":"***Flame Blast.*** Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage. ***Multiattack.*** Imix makes two slam attacks or two flame blast attacks. ***Slam.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage. ***Summon Elementals (1/Day).*** Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points."} {"creature_name":"Imp","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"17 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"infernal, common","skills":"Deception +4, Insight +3, Persuasion +4, Stealth +5","speed":"20 ft., fly 40 ft.","hit_points":"10 (3d4+3)","armor_class":"13","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the imp's darkvision. ***Magic Resistance.*** The imp has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Variant Familiar.*** The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.","actions":"***Invisibility.*** The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. ***Sting (Bite in Beast Form).*** Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Imy-Ut Ushabti","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"14 (+2)","CON":"15 (+2)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common (ancient nurian)","skills":"","speed":"30 ft.","hit_points":"97 (15d8 + 30)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"WIS +2","damage_immunities":"","damage_resistances":"bludgeoning","damage_vulnerabilities":"fire","condition_immunities":"exhaustion, frightened","abilities":"***Regeneration.*** The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point. ***Rent wrappings.*** A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Ceremonial Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Vomit Swarm (1/Day).*** The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"} {"creature_name":"Ink Devil","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"18 (+4)","CON":"12 (+1)","INT":"20 (+5)","WIS":"8 (-1)","CHA":"18 (+4)","creature_size":"small","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"celestial, common, draconic, infernal; telepathy (120 ft.)","skills":"Arcana +9, Deception +8, History +9, Stealth +8","speed":"30 ft.","hit_points":"54 (12d6 + 12)","armor_class":"14","senses":"darkvision 120 ft., passive perception 9","saving_throws":"DEX +6","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Disrupt Concentration.*** Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. An ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn. ***Innate Spellcasting.*** The ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components * At will detect magic, illusory script, invisibility, teleportation <\/i>(self plus 50 lb of objects only) * 1/day each glyph of warding, planar ally <\/i>(1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent) ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage. ***Corrupt Scroll.*** An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell. ***Devil's Mark.*** Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark: a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."} {"creature_name":"Intellect Devourer","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"12 (+1)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"understands deep speech but can't speak, telepathy 60 ft.","skills":"Perception +2, Stealth +4","speed":"40 ft.","hit_points":"21 (6d4+6)","armor_class":"12","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded","abilities":"***Detect Sentience.*** The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.","actions":"***Body Thief.*** The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. ***Devour Intellect.*** The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. ***Multiattack.*** The intellect devourer makes one attack with its claws and uses Devour Intellect."} {"creature_name":"Invisible Stalker","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"19 (+4)","CON":"14 (+2)","INT":"10 (0)","WIS":"15 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"auran, understands common but doesn't speak it","skills":"Perception +8, Stealth +10","speed":"50 ft., fly 50 ft. (hover)","hit_points":"104 (16d8+32)","armor_class":"14","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Faultless Tracker.*** The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. ***Invisibility.*** The stalker is invisible.","actions":"***Multiattack.*** The stalker makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."} {"creature_name":"Iron Cobra","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"3 (-3)","WIS":"10 (0)","CHA":"1 (-4)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"understands one language of its creator but can't speak","skills":"Stealth +7","speed":"30 ft.","hit_points":"45 (7d8 + 14)","armor_class":"13","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Magic Resistance.*** The iron cobra has advantage on saving throws against spells and other magical effects.","actions":"***Bite*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: 1. Poison Damage:<\/i> The target takes 13 (3d8) poison damage. 2. Confusion:<\/i> On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3. Paralysis:<\/i> The target is paralyzed until the end of its next turn."} {"creature_name":"Iron Cobra","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"15 (+2)","CON":"13 (+1)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"understands the languages of its creator but can't speak","skills":"Perception +3, Stealth +4","speed":"40 ft.","hit_points":"27 (6d6 + 6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing,","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Find Target.*** The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature's movement. If the target is beyond this distance, the iron cobra can't locate the target creature. ***Immutable Form.*** The iron cobra is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The iron cobra has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The iron cobra's weapon attacks are magical. ***Poison.*** The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack. and slashing from nonmagical weapons that aren't adamantine\"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one."} {"creature_name":"Iron Golem","creature_source":"Monster Manual","STR":"24 (+7)","DEX":"9 (-1)","CON":"20 (+5)","INT":"3 (-4)","WIS":"11 (0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":15000,"creature_cr":16,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"210 (20d10+100)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Fire Absorption.*** Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two melee attacks. ***Poison Breath (Recharge 5-6).*** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one. ***Slam.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. ***Sword.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage."} {"creature_name":"Isonade","creature_source":"Tome Of Beasts","STR":"30 (+10)","DEX":"14 (+2)","CON":"26 (+8)","INT":"6 (-2)","WIS":"18 (+4)","CHA":"8 (-1)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":11500,"creature_cr":14,"languages":"understands aquan and elvish, but cannot speak","skills":"Athletics +14, Perception +8","speed":"swim 100 ft.","hit_points":"222 (12d20 + 96)","armor_class":"18 (natural armor)","senses":"darkvision 90 ft., passive perception 18","saving_throws":"STR +14, CON +12, WIS +8","damage_immunities":"ability damage/drain","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Atmospheric Immunity.*** The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth. ***Innate Spellcasting.*** The isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components At will animal messenger 3/day each control water, earthquake 1/day each control weather, storm of vengeance, tsunami ***Magic Resistance.*** The isonade has advantage on saving throws against spells and other magical effects. ***Water Breathing.*** The isonade can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below). ***Breach.*** The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack. ***Multiattack.*** The isonade makes one tail slap attack and one bite attack. ***Swallow Whole.*** When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone. ***Tail Slap.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage."} {"creature_name":"Ixitxachitl","creature_source":"Out Of The Abyss","STR":"12 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"small","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"abyssal, ixitxachitl","skills":"","speed":"0 ft., swim 30 ft.","hit_points":"18 (4d6+4)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barbed Tail.*** When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."} {"creature_name":"Ixitxachitl Cleric","creature_source":"Out Of The Abyss","STR":"12 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"small","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"abyssal, ixitxachitl","skills":"","speed":"0 ft., swim 30 ft.","hit_points":"18 (4d6+4)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barbed Tail.*** When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Spellcasting.*** The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared * Cantrips (at will) guidance, thaumaturgy<\/i> * 1st level (4 slots) charm person, create or destroy water<\/i> * 2nd level (3 slots) hold person, silence<\/i> * 3rd level (2 slots) dispel magic, tongues<\/i>","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."} {"creature_name":"Iymrith, Ancient Blue Dragon","creature_source":"Monster Manual","STR":"29 (+9)","DEX":"10 (0)","CON":"27 (+8)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":50000,"creature_cr":23,"languages":"common, draconic, giant, terran","skills":"Perception +17, Stealth +7","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"481 (26d20+208)","armor_class":"22 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft.","saving_throws":"DEX +7, CON +15, WIS +10, CHA +12","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Iymrith 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 iymrith, ancient blue dragon regains spent legendary actions at the start of its turn. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Innate Spellcasting.*** Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components * 1/day each counterspell, detect magic, ice storm, stone shape, teleport<\/i> ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. ***Change Shape.*** Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form. ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Izek Strazni","creature_source":"Curse Of Strahd","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"9 (-1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common","skills":"Intimidation +8, Perception +2","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"14 (studded leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brute.*** A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).","actions":"***Battleaxe.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands. ***Hurl Flame.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire. ***Multiattack.*** Izek makes two attacks with his battleaxe."} {"creature_name":"J'ba Fofi Spider","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"17 (+3)","CON":"15 (+2)","INT":"4 (-3)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Stealth +5","speed":"40 ft., climb 40 ft.","hit_points":"75 (10d10 + 20)","armor_class":"18 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Camouflaged Webs.*** It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage). ***Jungle Stealth.*** The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain. ***Spider Climb.*** The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Spider Symbiosis.*** No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi). ***Web Sense.*** While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The j'ba fofi ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points."} {"creature_name":"Jack-in-Irons Giant","creature_source":"Tome Of Horrors","STR":"24 (+7)","DEX":"12 (+1)","CON":"20 (+5)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"giant","skills":"","speed":"40 ft.","hit_points":"138 (12d12 + 60)","armor_class":"15 (chain scraps)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Chain.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Dexterity saving throw or be grappled and restrained (escape DC 18) and the jack-in-irons giant cannot grapple another target. At the beginning of the giant's turn, it can smash a grappled target into the ground or another solid object within 15 feet of the giant, dealing 11 (1d8 + 7) bludgeoning damage. ***Club.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. ***Fist.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. ***Multiattack.*** The jack-in-irons giant uses its shake the earth ability, and then makes two club attacks and either a chain or fist attack. ***Rock.*** Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. ***Shake the Earth.*** Creatures within 10 feet of the jack-in-irons giant must succeed on a DC 18 Dexterity saving throw or fall prone."} {"creature_name":"Jackal","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"15 (+2)","CON":"11 (0)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3","speed":"40 ft.","hit_points":"3 (1d6)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage."} {"creature_name":"Jackalwere","creature_source":"Monster Manual","STR":"11 (0)","DEX":"15 (+2)","CON":"11 (0)","INT":"13 (+1)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (shapechanger)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common (can't speak in jackal form)","skills":"Deception +4, Perception +2, Stealth +4","speed":"40 ft.","hit_points":"18 (4d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The jackalwere has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Shapechanger.*** The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.","actions":"***Bite (Jackal or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Scimitar (Human or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Sleep Gaze.*** The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it."} {"creature_name":"Jaculi","creature_source":"Tomb Of Annihilation","STR":"15 (+2)","DEX":"14 (+2)","CON":"11 (0)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Athleitcs +4, Perception +1, Stealth +4","speed":"30 ft., climb 20 ft.","hit_points":"16 (3d10)","armor_class":"14 (natural armor)","senses":"blindsight 30 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Camouflage.*** The jaculi has advantage on Dexterity (Stealth) checks made to hide. ***Keen Smell.*** The jaculi has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) piercing damage. ***Spring.*** The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage."} {"creature_name":"Jaculus","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"18 (+4)","CON":"17 (+3)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"13 (+1)","creature_size":"small","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, draconic","skills":"Acrobatics +6, Perception +3, Stealth +6","speed":"20 ft., climb 20 ft., fly 10 ft.","hit_points":"65 (10d6 + 30)","armor_class":"18 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 13","saving_throws":"STR +4, DEX +6, CON +5, WIS +3, CHA +3","damage_immunities":"","damage_resistances":"acid, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spearhead.*** If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage. ***Jaws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage. ***Multiattack.*** The jaculus makes one jaws attack and one claws attack."} {"creature_name":"Jade Colossus","creature_source":"Tome Of Horrors","STR":"29 (+9)","DEX":"10 (+0)","CON":"24 (+7)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"gargantuan","creature_type":"construct","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"40 ft.","hit_points":"595 (34d20 + 238)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Immutable Form.*** The jade colossus is immune to any spell or effect that would alter its form. ***Light Reflection.*** Any creature looking directly at the jade colossus while the colossus is in bright light must make a DC 12 Constitution saving throw or be blinded for 1 minute. Additionally, attacks against the colossus are made with disadvantage, and undead take 22 (4d10) radiant damage if they start their turn within 60 feet of the colossus. ***Magic Resistance.*** The jade colossus has advantage on saving throws against spell and other magical effects. ***Magic Weapons.*** The jade colossus' weapon attacks are magical. paralyzed, petrified, poisoned\"","actions":"***Energy Ray (if embedded with the Ruby Star of Law).*** Once per round as a bonus action, the Jade Guardian can fire a ray to a range of 200 feet. Genies hit by this ray must make a successful DC 18 Constitution saving throw or take 17 (7d4) points of Constitution damage. On a successful save, the genie takes half damage. Other creatures are affected as follows: Lawful creatures suffer two levels of exhaustion. Non-lawful creatures take 28 (8d6) force damage and are stunned for 1 minute. Should the Ruby Star of Law ever be claimed as a magic item, treat it as a minor artifact that allows use of the energy ray ability indicated above up to 3/day, save that it requires a standard action to activate. ***Jade Blast (Recharge 5-6).*** The jade colossus unleashes a blast of green energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. Additionally, the creature magically begins to turn to jade and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by a greater restoration spell or other magic. ***Multiattack.*** The jade colossus makes two slam attacks. ***Slam.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (5d10 + 9) bludgeoning damage."} {"creature_name":"Jamna Gleamsilver","creature_source":"Tyranny Of Dragons","STR":"8 (-1)","DEX":"17 (+3)","CON":"14 (+2)","INT":"15 (+2)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"small","creature_type":"humanoid (gnome)","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, gnomish, goblin, sylvan","skills":"Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7","speed":"25 ft.","hit_points":"22 (4d6+8)","armor_class":"15 (leather armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +5, INT +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** Jamna can take a bonus action to take the Dash, Disengage, or Hide action. ***Gnome Cunning.*** Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic. ***Spellcasting.*** Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list. * Cantrips (at will) mage hand, minor illusion, prestidigitation, ray of frost<\/i> * 1st level (3 slots) charm person, color spray, disguise self, longstrider<\/i>","actions":"***Multiattack.*** Jamna attacks twice with her shortswords. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3) plus (1d6) piercing damage if the target is Medium or larger."} {"creature_name":"Jotun Giant","creature_source":"Tome Of Beasts","STR":"30 (+10)","DEX":"8 (-1)","CON":"26 (+8)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"14 (+2)","creature_size":"gargantuan","creature_type":"giant","creature_alignment":"chaotic neutral","creature_xp":41000,"creature_cr":22,"languages":"common, giant","skills":"Arcana +10, History +10, Nature +10, Stealth +5","speed":"60 ft.","hit_points":"407 (22d20 + 176)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"CON +14, WIS +11, CHA +8","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect.*** The Jotun giant makes a Wisdom (Perception) check. ***Immortality.*** Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum. ***Innate Spellcasting.*** The Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components At will earthquake, shapechange, speak with animals 3/day bestow curse, gust of wind 1/day divination ***Magic Resistance.*** The giant has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The giant's weapon attacks are magical. ***Planar Return.*** If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return. ***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. ***Sweeping Blow.*** The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw. ***The Jotun giant can take 1 legendary action, and only at the end of another creature's turn.*** The giant regains the spent legendary action at the start of its turn. ***Too Big to Notice.*** The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving.","actions":"***Frightful Presence.*** Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 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. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours. ***Greatclub.*** Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage. ***Multiattack.*** The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack. ***Rock.*** Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage."} {"creature_name":"Juiblex","creature_source":"Mordenkainens Tome Of Foes","STR":"24 (+7)","DEX":"10 (0)","CON":"23 (+6)","INT":"20 (+5)","WIS":"20 (+5)","CHA":"16 (+3)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"all, telepathy 120 ft.","skills":"Perception +12","speed":"30 ft.","hit_points":"350 (28d12 + 168)","armor_class":"18 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"DEX +7, CON +13, WIS +12","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","abilities":"***Acid Splash*** Juiblex casts acid splash. ***Attack*** Juiblex makes one acid lash attack. ***Corrupting Touch (Costs 2 Actions)*** Melee Weapon Attack +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. Juiblex 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. Juiblex regains spent legendary actions at the start of its turn. ***Foul.*** Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. ***Innate Spellcasting.*** Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components * At will acid splash <\/i>(17th level), detect magic<\/i> * 3/day each blight, contagion, gaseous form<\/i> ***Legendary Resistance (3/Day).*** If Juiblex fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Juiblex has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Juiblex's weapon attacks are magical. ***Regeneration.*** Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Spider Climb.*** Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Acid Lash*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. ***Eject Slime (Recharge 5-6)*** Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. ***Multiattack*** Juiblex makes three acid lash attacks."} {"creature_name":"Jynx","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"16 (+3)","CON":"13 (+1)","INT":"15 (+2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, sylvan","skills":"Acrobatics +5, Nature +4, Perception +4, Stealth +5","speed":"25 ft., fly 30 ft.","hit_points":"27 (6d6 + 6)","armor_class":"13","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The jynx's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The jynx can cast the following spells without requiring material components * At will detect evil and good, detect magic<\/i> * 1/day each color spray, detect thoughts, dispel magic, entangle<\/i>","actions":"***Jinx (1/Short or Long Rest).*** The jynx chooses one target that it can see within 60 feet of it to make a DC 13 Wisdom saving throw. On a failed saving throw, the creature is jinxed for 1 minute. While jinxed, the creature has disadvantage on all attack rolls, saving throws, and skill checks until the jinx ends. The jinx can be ended early with remove curse. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Kalka-Kylla","creature_source":"Tales From The Yawning Portal","STR":"17 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"olman","skills":"Deception +3, Insight +5, Stealth +3","speed":"30 ft., swim 30 ft.","hit_points":"85 (10d10+30)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** Kalka-Kylla can breathe air and water. ***False Appearance.*** While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder. ***Shell.*** Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed. ***Source.*** tales from the yawning portal, page 238","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target. ***Multiattack.*** Kalka-Kylla makes two claw attacks."} {"creature_name":"Kalke","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"17 (+3)","CON":"12 (+1)","INT":"13 (+1)","WIS":"7 (-2)","CHA":"13 (+1)","creature_size":"small","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"abyssal, common, infernal","skills":"Perception +0, Stealth +5","speed":"30 ft., climb 30 ft.","hit_points":"9 (2d6 + 2)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Detect Spellcasting.*** Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate. ***Extinguish Flames.*** Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action. ***Magic Resistance.*** Kalkes have advantage on saving throws against spells and magical effects.","actions":"***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Kamadan","creature_source":"Tomb Of Annihilation","STR":"16 (+3)","DEX":"16 (+3)","CON":"14 (+2)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"Perception +4, Stealth +7","speed":"30 ft.","hit_points":"67 (9d10 +18)","armor_class":"13","senses":"passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The kamadan has advantage on Wisdom (Perception) checks that rely on smell. ***Pounce.*** If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks -one with its bite and one with its snakes- against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 +3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 6 (ld6 +3) slashing damage. ***Multiattack.*** The kamadan makes two attacks: one with its bite or claw and one with its snakes. ***Sleep Breath (Recharges after a Short or Long Rest).*** The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it. ***Snakes.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 +3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Kamasuhn","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"18 (+4)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":8400,"creature_cr":12,"languages":"celestial, common","skills":"Acrobatics +12, Insight +10, Intimidation +11, Perception +10, Persuasion +11, Religion +9","speed":"30 ft., fly 30 ft.","hit_points":"238 (28d10 + 84)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"STR +6, WIS +6","damage_immunities":"","damage_resistances":"necrotic; bludgeoning, piercing and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","actions":"***Glaive.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage. ***Multiattack.*** The Kamasuhn makes two attacks with its glaive. ***Radiant Strike (Recharge 6).*** On a successful strike with its glaive, the kamasuhn unleashes a burst of radiant energy in a 60-foot radius. All creatures in this area must make a DC 13 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Karina","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"18 (+4)","CON":"13 (+1)","INT":"14 (+2)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, elvish, sylvan","skills":"Animal Handling +7, Insight +9, Perception +9, Persuasion +9, Stealth +8, Survival +9","speed":"30 ft., fly 60 ft. (in owl form)","hit_points":"88 (16d8 + 16)","armor_class":"17","senses":"darkvision 60 ft., passive perception 19","saving_throws":"CON +3, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** When in owl form, the karina does not provoke opportunity attacks when it flies out of an enemy's reach. ***Innate Spellcasting.*** The karina's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The karina can innately cast the following spells, requiring no material components * At will chill touch, dancing lights<\/i> * 3/day each faerie fire, fog cloud<\/i> * 1/day moonbeam<\/i> ***Keen Hearing and Sight.*** Karina have advantage on Wisdom (Perception) checks based on sight or hearing. ***Owl Form.*** As a bonus action when under moonlight, a Karina can transform either into or from owl form. In owl form, the karina gains fly 60 ft. and natural attacks (see below).","actions":"***Bite (Owl Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. ***Dagger (Human Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing or slashing damage. ***Multiattack.*** A karina makes two dagger attacks or one bite and one talon attack. ***Talons (Owl Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."} {"creature_name":"Kathlin","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"15 (+2)","CON":"17 (+3)","INT":"5 (-3)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral good","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"60 ft.","hit_points":"34 (4d10 + 12)","armor_class":"12","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave.*** A kathlin has advantage on saving throws against being frightened. ***Great Endurance.*** A kathlin can run at a gallop for up to 4 hours before succumbing to exhaustion. ***Trampling Charge.*** If the kathlin moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the kathlin can make another attack with its hooves against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. ***Multiattack.*** The kathlin makes one hooves attack and one bite attack."} {"creature_name":"Kelpie","creature_source":"Tales From The Yawning Portal","STR":"14 (+2)","DEX":"14 (+2)","CON":"16 (+3)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, sylvan","skills":"Perception +3, Stealth +4","speed":"10 ft., swim 30 ft.","hit_points":"67 (9d8+27)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, fire, piercing","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhaustion","abilities":"***Amphibious.*** The kelpie can breathe air and water. ***False Appearance.*** While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. ***Seaweed Shape.*** The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. ***Source.*** tales from the yawning portal, page 238","actions":"***Drowning Hypnosis.*** The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). >The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. >If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. >Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. >A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours. ***Multiattack.*** The kelpie makes two slam attacks. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12)."} {"creature_name":"Kenku","creature_source":"Monster Manual","STR":"10 (0)","DEX":"16 (+3)","CON":"10 (0)","INT":"11 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (kenku)","creature_alignment":"chaotic neutral","creature_xp":50,"creature_cr":0.25,"languages":"understands auran and common but speaks only through the use of its mimicry trait","skills":"Deception +4, Perception +2, Stealth +5","speed":"30 ft.","hit_points":"13 (3d8)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ambusher.*** In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised ***Mimicry.*** The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.","actions":"***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Ki-rin","creature_source":"Volos Guide","STR":"21 (+5)","DEX":"16 (+3)","CON":"16 (+3)","INT":"19 (+4)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"huge","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":8400,"creature_cr":12,"languages":"all, telepathy 120 ft.","skills":"Insight +9, Perception +9, Religion +8","speed":"60 ft., fly 120 ft. (hover)","hit_points":"152 (16d12+48)","armor_class":"20 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Detect.*** The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. The ki-rin 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 ki-rin regains spent legendary actions at the start of its turn. ***Innate Spellcasting.*** The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components * At will gaseous form, major image <\/i>(6th-level version), wind walk<\/i> * 1/day create food and water<\/i> ***Legendary Resistance (3/Day).*** If the ki-rin fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The ki-rin has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The ki-rin's weapon attacks are magical. ***Move.*** The ki-rin moves up to its half its speed without provoking opportunity attacks. ***Smite.*** The ki-rin makes a hoof attack or casts sacred flame. ***Spellcasting.*** The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) light, mending, sacred flame, spare the dying, thaumaturgy<\/i> * 1st level (4 slots) command, cure wounds, detect evil and good, protection from evil and good, sanctuary<\/i> * 2nd level (3 slots) calm emotions, lesser restoration, silence<\/i> * 3rd level (3 slots) dispel magic, remove curse, sending<\/i> * 4th level (3 slots) banishment, freedom of movement, guardian of faith<\/i> * 5th level (3 slots) greater restoration, mass cure wounds, scrying<\/i> * 6th level (1 slot) heroes' feast, true seeing<\/i> * 7th level (1 slot) etherealness, plane shift<\/i> * 8th level (1 slot) control weather<\/i> * 9th level (1 slot) true resurrection<\/i>","actions":"***Hoof.*** Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage. ***Horn.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. ***Multiattack.*** The ki-rin makes three attacks: two with its hooves and one with its horn."} {"creature_name":"Kikimora","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"18 (+4)","CON":"15 (+2)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"21 (+5)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"common, sylvan","skills":"Deception +7, Persuasion +7, Stealth +6","speed":"30 ft.","hit_points":"65 (10d8 + 20)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components At will invisibility (self only), mage hand, mending, minor illusion, prestidigitation 3/day each animal friendship, blinding smite, sleep 1/day each insect plague, major image ***Magic Resistance.*** The kikimora has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Hidey-Hole.*** When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi.permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil. ***Multiattack.*** The kikimora makes two claw attacks."} {"creature_name":"Killer Frog","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"13 (+1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"9 (-1)","CHA":"6 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"Perception +3","speed":"30 ft., swim 30 ft.","hit_points":"11 (2d6 + 4)","armor_class":"12 (natural armor)","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The killer frog can breathe air and water. ***Keen Smell.*** The killer frog has advantage on Wisdom (Perception) checks that rely on smell. ***Standing Leap.*** The frog's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ***Multiattack.*** The killer frog makes two attacks: one with its bite and one with its claws."} {"creature_name":"Killer Whale","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"13 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"Perception +3","speed":"swim 60 ft.","hit_points":"90 (12d12+12)","armor_class":"12 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The whale can't use its blindsight while deafened. ***Hold Breath.*** The whale can hold its breath for 30 minutes ***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage."} {"creature_name":"Kishi Demon","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"20 (+5)","CON":"19 (+4)","INT":"15 (+2)","WIS":"11 (+0)","CHA":"22 (+6)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"celestial, common, draconic, infernal, telepathy","skills":"Deception +9, Perception +3, Performance +9","speed":"50 ft.","hit_points":"119 (14d8 + 56)","armor_class":"18 (natural armor, shield)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"DEX +8, CON +7, WIS +3","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components At will: detect evil and good, detect magic, suggestion 3/day glibness 1/day dominate person ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Trophy Shield.*** If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon. ***Two Heads.*** The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ***Variant Demon Summoning.*** Some kishi demons have an action option that allows them to summon other demons. Summon Demon (1/Day) The kishi demon has a 35 percent chance of summoning one kishi demon","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. ***Multiattack.*** The demon makes one bite attack and three spear attacks. ***Spear.*** Melee or Ranged Weapon Attack: +7 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."} {"creature_name":"Knight","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any one language (usually common)","skills":"","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"18 (plate)","senses":"","saving_throws":"CON +4, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave.*** The knight has advantage on saving throws against being frightened. ***Parry.*** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.","actions":"***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. ***Multiattack.*** The knight makes two melee attacks."} {"creature_name":"Kobold","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"15 (+2)","CON":"9 (-1)","INT":"8 (-1)","WIS":"7 (-2)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":25,"creature_cr":0.125,"languages":"common, draconic","skills":"","speed":"30 ft.","hit_points":"5 (2d6-2)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."} {"creature_name":"Kobold Alchemist","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"16 (+3)","WIS":"9 (-1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"common, draconic","skills":"Arcana +5, Medicine +3","speed":"30 ft.","hit_points":"44 (8d6 + 16)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"DEX +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Apothecary.*** The kobold selects one of the following damage types acid, cold, or fire. Until it uses this bonus action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit. ***Pack Tactics.*** The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated. ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","actions":"***Alchemical Protection (Recharge after a Short or Long Rest).*** The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait. ***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. ***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. ***Explosive Flask (Recharge 5-6).*** The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait. ***Multiattack.*** The kobold makes two attacks."} {"creature_name":"Kobold Chieftain","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"17 (+3)","CON":"14 (+2)","INT":"11 (+0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"small","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, draconic","skills":"Intimidation +6, Stealth +5","speed":"30 ft.","hit_points":"82 (15d6 + 30)","armor_class":"17 (studded leather and shield)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +5, CHA +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Pack Tactics.*** The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated. ***Springspike Shield (5/rest).*** When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage. ***Sunlight Sensitivity.*** While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","actions":"***Inspiring Presence (Recharge after Short or Long Rest).*** The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls. ***Multiattack.*** The kobold makes 2 attacks. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 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 a success. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 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 a success."} {"creature_name":"Kobold Dragonshield","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"10 (0)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Perception +1","speed":"20 ft.","hit_points":"44 (8d6+16)","armor_class":"15 (leather armor, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dragon's Resistance.*** The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10) 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green). ***Heart of the Dragon.*** If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. ***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Multiattack.*** The kobold makes two melee attacks. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (ld6+l) piercing damage, or 5 (ld8+l) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Kobold Inventor","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"7 (-2)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"common, draconic","skills":"Perception +0","speed":"30 ft.","hit_points":"13 (3d6+3)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. ***Weapon Invention.*** The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: 1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. 2. Alchemist's fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions 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. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses."} {"creature_name":"Kobold Scale Sorcerer","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (0)","WIS":"9 (-1)","CHA":"14 (+2)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Arcana +2, Medicine +1","speed":"30 ft.","hit_points":"27 (5d6+10)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Sorcery Points.*** Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits * Heightened Spell <\/i> When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. * Subtle Spell <\/i> When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. ***Spellcasting.*** The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared * Cantrips (at will) fire bolt, mage hand, mending, poison spray<\/i> * 1st level (4 slots) charm person, chromatic orb, expeditious retreat<\/i> * 2nd level (2 slots) scorching ray<\/i> ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage."} {"creature_name":"Kobold Trapsmith","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Stealth +5","speed":"30 ft.","hit_points":"36 (8d6 + 8)","armor_class":"14 (leather)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Choke Bomb.*** This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind. ***Pack Tactics.*** The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Poisoned Sliver.*** A poisoned sliver or needle can be hidden almost anywhere inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. ***Skullpopper.*** This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc. ***Slingsnare.*** A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points. ***Sunlight Sensitivity.*** While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Thief's Tools.*** The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes. ***Traps and Snares.*** The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.","actions":"***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. ***Shredder (Recharge 6).*** The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage. ***Stunner (1/Day).*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest."} {"creature_name":"Kongamato","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"18 (+4)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +3","speed":"10 ft., fly 60 ft.","hit_points":"112 (15d10 + 30)","armor_class":"16 (natural armor)","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Breaker of Boats.*** The kongamato deals double damage to objects and structures made of wood or lighter materials. ***Flyby.*** The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. ***Multiattack.*** The kongamato makes one bite attack and two claw attacks."} {"creature_name":"Koralk (Harvester Devil)","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"13 (+1)","CON":"17 (+3)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"large","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"136 (16d10 + 48)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"CON +7, WIS +4, CHA +5","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness does not impair the koralk's darkvision. ***Magic Resistance.*** The koralk has advantage on saving throws against spells and other magical effects. ***Steadfast.*** The koralk cannot be frightened while it can see an allied creature within 30 feet of it","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage. ***Multiattack.*** The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled. ***Scythe.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13). ***Stinger.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic."} {"creature_name":"Korred","creature_source":"Volos Guide","STR":"23 (+6)","DEX":"14 (+2)","CON":"20 (+5)","INT":"10 (0)","WIS":"15 (+2)","CHA":"9 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":2900,"creature_cr":7,"languages":"dwarvish, gnomish, sylvan, terran, undercommon","skills":"Athletics +9, Perception +5, Stealth +5","speed":"30 ft., burrow 30 ft.","hit_points":"102 (12d6+60)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., tremorsense 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Command Hair.*** The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. ***Innate Spellcasting.*** The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components * At will commune with nature, meld into stone, stone shape<\/i> * 1/day each conjure elemental <\/i>(as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance<\/i> ***Stone Camouflage.*** The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ***Stone's Strength.*** While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).","actions":"***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground. ***Multiattack.*** The korred makes two attacks with its greatclub or hurls two rocks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground."} {"creature_name":"Koschei","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"12 (+1)","CON":"17 (+3)","INT":"17 (+3)","WIS":"13 (+1)","CHA":"21 (+5)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":18000,"creature_cr":17,"languages":"abyssal, common, celestial, dwarvish, infernal","skills":"Arcana +9, Insight +7, Perception +7","speed":"30 ft.","hit_points":"135 (18d8 + 54)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"DEX +7, WIS +7, CHA +11","damage_immunities":"necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_resistances":"cold, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Attack.*** Koschei makes one attack with his longsword. ***Drain (2 actions).*** Koschei makes one attack with Drain Life. ***Hidden Soul.*** A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature. ***Innate Spellcasting.*** Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components. At will detect magic, phantom steed, scorching ray, sending 3/day each invisibility, magic missile, shield 2/day each animate objects, cone of cold, hypnotic pattern 1/day each disintegrate, meteor swarm, true polymorph ***Koschei 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. Koschei regains spent legendary actions at the start of its turn. ***Koschei's Lair Actions.*** On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can't use the same effect two rounds in a row - Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it's created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage fromthe buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies - Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage. - Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei. ***Legendary Resistance (3/day).*** If Koschei fails a saving throw, he can choose to succeed instead. ***Magic Weapons.*** Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below). ***Regional Effects.*** The region containing Koschei's lair is warped by Koschei's magic, which creates one or more of the following effects - Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food. - Wind and snowstorms are common within 5 miles of the lair. - Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster's class, or a magic item) and knows the direction to the caster. If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days. ***Teleport.*** Koschei teleports to an unoccupied space he can see within 40 feet.","actions":"***Drain Life.*** Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Longsword.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage. ***Multiattack.*** Koschei makes two longsword attacks and one drain life attack."} {"creature_name":"Kostchtchie, Demon Prince of Wrath","creature_source":"Tome Of Horrors","STR":"26 (+8)","DEX":"18 (+4)","CON":"25 (+7)","INT":"17 (+3)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":41000,"creature_cr":22,"languages":"abyssal, celestial, common, draconic, giant, ignan, infernal, terran; telepathy 120 ft.","skills":"Acrobatics +11, Athletics +15, Nature +10, Perception +10, Survival +10","speed":"30 ft.","hit_points":"312 (25d10 + 175)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 20","saving_throws":"STR +15, DEX +11, CON +14, WIS +10","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"acid, fire","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attunement.*** Gorynya cannot be attuned to as long as Kostchtchie, the Demon Lord of Wrath, is on the same plane of existence as Gorynya. For you to attune to the weapon, you must first slay an ally of like alignment in a fit of blind rage and remain unremorseful for doing so. ***Cold Bones.*** You have resistance to cold damage while you are attuned to Gorynya, and rime and frost coat every visible surface within 10 feet of you. ***Cold Burst.*** Kostchtchie causes a burst of cold to coalesce around it. Creatures within 10 feet of it must make a DC 20 Constitution saving throw. On a failed saving throw, the targets take 13 (3d8) cold damage, or half as much damage on a successful one. ***Cold.*** The area within 6 miles of Kostchtchie's lair is unnaturally cold, even if that would not make sense; during the day the temperature hovers around freezing, while at night the temperature plummets to below 0 degrees Fahrenheit. ***Corpse Cleanup.*** Kostchtchie destroys any corpse within its lair; its does not need to see it in order to destroy it. That creature is incapable of being brought back from the dead absent a true resurrection or wish spell. ***Curse.*** Kostchtchie chooses one creature that it can see within 60 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature is cursed; the curse ends early if removed with magic such as remove curse. While cursed, the creature is vulnerable to cold damage. The region containing Kostchtchie's lair is warped by his magic, creating one or more of the following effects ***Destroying Gorynya.*** In order to destroy Gorynya, you must first beg forgiveness from all those you have slain with the weapon, and they must forgive you for the acts you committed while attuned to the weapon. If that is done, then Gorynya shatters into rubble forever. ***Freeze (Costs 3 Actions).*** Kostchtchie chooses one target it can see within 120 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) cold damage and is restrained. At the start of its next turn, the target must repeat the saving throw. On a failed saving throw, it is fully encased in ice and is petrified. On a successful saving throw, the creature suffers no other effect. On initiative count 20 (losing initiative ties), Kostchtchie can take a lair action to cause one of the following effects; Kostchtchie can't use the same effect two rounds in a row ***Innate Spellcasting.*** Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will command, darkness, detect magic, ice storm, sleet storm<\/i> * 3/day each cone of cold, disintegrate, fire shield <\/i>(cold damage only), wall of ice<\/i> * 1/day control weather<\/i> ***Ire.*** The various beasts and creatures that inhabit the area around the lair are more inclined to be hostile, filled with wrath, even attacking other creatures who would not normally be their prey. If Kostchtchie dies, these effects fade over the course of 1d10 days. Weapon (warhammer), artifact (requires attunement)<\/i> Gorynya is an overly large warhammer, wrought of black iron, covered in frost. It stands almost 4 feet tall from rounded pommel to the head, which bears a spike at its top and two blunt, unfinished faces. It is remarkably devoid of ornamentation but bears what appears to be centuries' worth of chips, nicks, and dried blood. ***Legendary Resistance (3/day).*** If Kostchtchie fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Kostchtchie has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** You have a +3 bonus to attack and damage rolls made with Gorynya. Gorynya also functions as a mace of terror and a staff of frost. ***Magic Weapons.*** Kostchtchie's weapon attacks are magical. ***Oversized.*** Gorynya is much larger than a normal warhammer. You can only wield Gorynya two-handed if your Strength score is 18 or higher. To wield Gorynya one-handed, your Strength score must be 22 or higher. ***Overwhelming.*** You deal an additional 4d10 force damage when you hit with Gorynya, and your target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your Strength modifier + your proficiency bonus. ***Rage.*** Kostchtchie chooses any number of creatures within its lair to make a DC 20 Wisdom saving throw; Kostchtchie must be aware of intruders within its lair, but he does not need to see the targets. Until initiative 20 a creature who fails the saving throw is filled with blinding rage and uses its actions and movement to attack the nearest creature that it can see. ***Special Equipment.*** Kostchtchie carries Gorynya, a powerful magic warhammer. Kostchtchie 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. Kostchtchie regains spent legendary actions at the start of its turn. ***Sunder (Costs 2 Actions).*** Kostchtchie slams Gorynya on the ground. The area within 15 feet becomes difficult terrain. Each creature that is concentrating must make a DC 23 Constitution saving throw. On a failed save, the creature's concentration is broken. In addition, all creatures must make a DC 23 Dexterity saving throw or fall prone. Kostchtchie is immune to these effects. ***Unholy Aura.*** An unholy aura surrounds Kostchtchie out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, it is paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.","actions":"***Gorynya.*** Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 11) bludgeoning damage, or 33 (4d10 + 11) bludgeoning damage if used with two hands, plus 22 (4d10) force damage. If the target is a creature, it must make a DC 23 Strength saving throw or be knocked prone. ***Multiattack.*** Kostchtchie makes two attacks with Gorynya. ***Summon (1/day).*** Kostchtchie summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Kostchtchie, but can't summon other demons. It remains for 1 minute, until it or Kostchtchie is slain, or until Kostchtchie takes an action to dismiss it."} {"creature_name":"Kot Bayun","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"16 (+3)","CON":"13 (+1)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"common, sylvan","skills":"","speed":"40 ft., climb 20 ft.","hit_points":"44 (8d8 + 8)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Folk Cure.*** A kot bayun's tales have the effect of a lesser restoration<\/i> spell at will, and once per week it can have the effect of greater restoration<\/i>. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of a spell such as domination<\/i> to grant the boon. ***Innate Spellcasting.*** The kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * 3/day each fog cloud, invisibility <\/i>(self only) * 1/day blink<\/i>","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage. ***Multiattack.*** The kot bayun makes one bite attack and one claws attack. ***Slumbering Song.*** The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw."} {"creature_name":"Krake Spawn","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"12 (+1)","CON":"22 (+6)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, infernal, primordial, void speech","skills":"","speed":"20 ft., swim 30 ft.","hit_points":"150 (12d12 + 72)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"STR +11, CON +10, INT +7, CHA +8","damage_immunities":"cold, poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Amphibious.*** The krake spawn can breathe air and water. ***Innate Spellcasting.*** The krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components At will protection from energy, ray of frost 1/day each ice storm, wall of ice ***Jet.*** While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage. ***Constrict.*** The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained. ***Ink Cloud (Recharge 6).*** The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses. ***Multiattack.*** The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn. ***Tentacle.*** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17). ***Vomit Forth the Deeps (1/Day).*** The krake spawn sprays halfdigested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn."} {"creature_name":"Kraken","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"11 (0)","CON":"25 (+7)","INT":"22 (+6)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"gargantuan","creature_type":"monstrosity (titan)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"understands abyssal, celestial, infernal, and primordial but can't speak, telepathy 120 ft.","skills":"","speed":"20 ft., swim 60 ft.","hit_points":"472 (27d20+189)","armor_class":"18 (natural armor)","senses":"truesight 120 ft.","saving_throws":"STR +17, DEX +7, CON +14, INT +13, WIS +11","damage_immunities":"lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened, paralyzed","abilities":"***Amphibious.*** The kraken can breathe air and water. ***Freedom of Movement.*** The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. ***Ink Cloud (Costs 3 Actions).*** While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. ***Lightning Storm (Costs 2 Actions).*** The kraken uses Lightning Storm. The kraken 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 kraken regains spent legendary actions at the start of its turn. ***Siege Monster.*** The kraken deals double damage to objects and structures. ***Tentacle Attack or Fling.*** The kraken makes one tentacle attack or uses its Fling.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. ***Fling.*** One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. ***Lightning Storm.*** The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. ***Tentacle.*** Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target."} {"creature_name":"Kraken Priest","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"10 (0)","CON":"16 (+3)","INT":"10 (0)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any evil alignment","creature_xp":1800,"creature_cr":5,"languages":"any two languages","skills":"Perception +5","speed":"30 ft., swim 30 ft.","hit_points":"75 (10d8+30)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The priest can breathe air and water. ***Innate Spellcasting.*** The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will command, create or destroy water<\/i> * 3/day each control water, darkness, water breathing, water walk<\/i> * 1/day each call lightning, Evard's black tentacles<\/i>","actions":"***Thunderous Touch.*** Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. ***Voice of the Kraken (Recharges after a Short or Long Rest).*** A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Kruthik Hive Lord","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"16 (+3)","CON":"17 (+3)","INT":"10 (0)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"kruthik","skills":"","speed":"40 ft., burrow 20 ft., climb 40 ft.","hit_points":"102 (12d10 + 36)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Tunneler.*** The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.","actions":"***Acid Spray (Recharge 5-6)*** The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. ***Multiattack*** The kruthik makes two stab attacks or two spike attacks. ***Spike*** Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Stab*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage."} {"creature_name":"Kua-Lij","creature_source":"Tome Of Horrors","STR":"8 (-1)","DEX":"13 (+1)","CON":"14 (+2)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":25,"creature_cr":0.125,"languages":"aquan, common, elven, gnome, kuah-lij","skills":"Arcana +5","speed":"30 ft.","hit_points":"6 (1d8 + 2)","armor_class":"11","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Gifted Craftsmen.*** A kuah-lij has proficiency in alchemist's supplies, jeweler's tools, and smith's tools. ***Magical Sight.*** A kuah-lij can sense the presence of magic within 30 feet of it. It can use an action to see a faint aura around any visible creature or object in the area that bears magic, and it learns its school of magic, if any.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Light Crossbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage."} {"creature_name":"Kuo-Toa","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"10 (0)","CON":"11 (0)","INT":"11 (0)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (kuo-toa)","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"undercommon","skills":"Perception +4","speed":"30 ft., swim 30 ft.","hit_points":"18 (4d8)","armor_class":"13 (natural armor, shield)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The kuo-toa can breathe air and water. ***Otherwordly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. ***Sticky Shield.*** When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Net.*** Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Kuo-Toa Archpriest","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"16 (+3)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (kuo-toa)","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"undercommon","skills":"Perception +9, Religion +6","speed":"31 ft., swim 30 ft.","hit_points":"97 (13d8+39)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The kuo-toa can breathe air and water. ***Otherwordly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. ***Spellcasting.*** The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared * Cantrips (at will) guidance, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) detect magic, sanctuary, shield of faith<\/i> * 2nd level (3 slots) hold person, spiritual weapon<\/i> * 3rd level (3 slots) spirit guardians, tongues<\/i> * 4th level (3 slots) control water, divination<\/i> * 5th level (2 slots) mass cure wounds, scrying<\/i> ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Multiattack.*** The kuo-toa makes two melee attacks. ***Scepter.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage. ***Unarmed Strike.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage."} {"creature_name":"Kuo-Toa Monitor","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"10 (0)","CON":"14 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (kuo-toa)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"undercommon","skills":"Perception +6, Religion +4","speed":"33 ft., swim 30 ft.","hit_points":"65 (10d8+20)","armor_class":"13 (natural armor, unarmored defense)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The kuo-toa can breathe air and water. ***Otherwordly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Unarmored Defense.*** The kuo-toa adds its Wisdom modifier to its armor class.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Multiattack.*** The kuo-toa makes one bite attack and two unarmed strikes. ***Unarmed Strike.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."} {"creature_name":"Kuo-Toa Whip","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"10 (0)","CON":"14 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (kuo-toa)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"undercommon","skills":"Perception +6, Religion +4","speed":"32 ft., swim 30 ft.","hit_points":"65 (10d8+20)","armor_class":"11 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The kuo-toa can breathe air and water. ***Otherwordly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. ***Spellcasting.*** The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared * Cantrips (at will) sacred flame, thaumaturgy<\/i> * 1st level (3 slots) bane, shield of faith<\/i> ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Multiattack.*** The kuo-toa makes two attacks: one with its bite and one with its pincer staff. ***Pincer Staff.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target."} {"creature_name":"Lake Troll","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"13 (+1)","CON":"20 (+5)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, giant","skills":"Perception +3","speed":"20 ft., swim 40 ft.","hit_points":"126 (12d10 + 60)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The lake troll can breathe air and water. ***Keen Smell.*** The lake troll has advantage on Wisdom (Perception) checks that rely on smell. ***Regeneration.*** The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest. ***Multiattack.*** The lake troll makes one bite attack and two claw attacks."} {"creature_name":"Lamia","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"13 (+1)","CON":"15 (+2)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common","skills":"Deception +7, Insight +4, Stealth +3","speed":"30 ft.","hit_points":"97 (13d10+26)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. ***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Intoxicating Touch.*** Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. ***Multiattack.*** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."} {"creature_name":"Langdedrosa Cyanwrath","creature_source":"Tyranny Of Dragons","STR":"19 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"10 (0)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (half-dragon)","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, draconic","skills":"Athletics +6, Intimidation +3, Perception +4","speed":"30 ft.","hit_points":"57 (6d12+18)","armor_class":"17 (splint)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"STR +6, CON +5","damage_immunities":"","damage_resistances":"lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Action Surge (Recharges on a Short or Long Rest).*** On his turn, Langdedrosa can take one additional action. ***Improved Critical.*** Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.","actions":"***Greatsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Lightning Breath (Recharge 5-6).*** Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** Langdedrosa attacks twice, either with his greatsword or spear. ***Spear.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Lantern Dragonette","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"lawful neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, draconic, elvish, primordial; telepathy 60 ft.","skills":"Arcana +5, History +5, Nature +5, Perception +3, Religion +5","speed":"15 ft., fly 40 ft. (hover)","hit_points":"28 (8d4 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +3, WIS +3, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Innate Spellcasting.*** The lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * 1/day each burning hands, color spray, scorching ray<\/i> ***Lantern Belly (1/Day).*** If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired. ***Vulnerable to Magical Darkness.*** A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {"creature_name":"Lantern Goat","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"18 (+4)","CON":"13 (+1)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"17 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +8, Stealth +7","speed":"40 ft., fly 60 ft.","hit_points":"93 (17d8 + 17)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft. passive perception 18","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Charge.*** If the lantern goat moves at least 20 feet straight toward a target and then hits it with a head butt attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Fear Light.*** As a bonus action, the lantern goat can emit an ugly yellow light from the lantern around its neck. Any creature that can see the light within 30 feet of the lantern goat must make a DC 15 Wisdom saving throw, unless the lantern goat is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the lantern goat's Fear Light for the next 24 hours. ***Life Sense.*** The lantern goat can innately sense all living creatures within 60 feet of it. ***Soul Capture.*** As a reaction, when a creature within 60 feet of the lantern goat that it can see dies, the lantern goat can draw the soul of that creature into the lantern around its neck unless the creature succeeds on a DC 15 Wisdom saving throw. On a failure, the creature's soul is drawn into the lantern, where it will be digested over the next 1 hour by the lantern goat. Once the hour has elapsed, the creature dies and can only be returned to life by a resurrection, true resurrection, or wish spell. The lantern can only be removed from the lantern goat or be destroyed - thus releasing the trapped soul - if the lantern goat is slain.","actions":"***Head Butt.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Hooves.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ***Multiattack.*** The lantern goat makes three attacks: one with its head butt and two with its hooves."} {"creature_name":"Lava Child","creature_source":"Dungeon Of The Mad Mage","STR":"18 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"11 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (lava child)","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common, ignan","skills":"Athletics +6, Survival +2","speed":"25 ft, climb 20 ft.","hit_points":"60 (8d8+24)","armor_class":"11","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Metal Immunity.*** The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield.","actions":"***Multiattack.*** The lava child makes two attacks: one with its bite and one with its claws."} {"creature_name":"Lava Child","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"11 (+0)","CON":"13 (+1)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"ignan, lava child","skills":"Perception +4","speed":"30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft. passive perception 14","saving_throws":"","damage_immunities":"fire; bludgeoning, piercing, and slashing from metal weapons","damage_resistances":"force","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Heated Body.*** A creature that touches the lava child or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. ***Metal Immunity.*** Lava children are unaffected by metal. They can walk through solid metal doors as if the door wasn't there. Metal weapons, even magical, have no effect on lava children. Lava children make all attacks with advantage against foes wearing metal armor. ***Water Vulnerability.*** For every 1 gallon of water splashed on the lava child, it takes 3 cold damage.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ***Multiattack.*** The lava child makes one bite attack and one attack with its claws."} {"creature_name":"Lead Skeleton","creature_source":"Tome Of Horrors","STR":"21 (+6)","DEX":"18 (+4)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"the languages it knew in life but can't speak","skills":"","speed":"30 ft.","hit_points":"66 (12d8 + 12)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, cold, fire, lightning, poison;","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Immutable Form.*** The skeleton is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The skeleton has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The skeleton's weapon attacks are magical. bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine\" paralyzed, petrified, poisoned\"","actions":"***Multiattack.*** The lead skeleton makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."} {"creature_name":"Lemure","creature_source":"Monster Manual","STR":"10 (0)","DEX":"5 (-3)","CON":"11 (0)","INT":"1 (-5)","WIS":"11 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":10,"creature_cr":0,"languages":"understands infernal but can't speak","skills":"","speed":"15 ft.","hit_points":"13 (3d8)","armor_class":"7","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the lemure's darkvision. ***Hellish Rejuvenation.*** A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.","actions":"***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage"} {"creature_name":"Lemurfolk","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"15 (+2)","CON":"11 (+0)","INT":"12 (+1)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"common, lemurfolk","skills":"Acrobatics +4, Stealth +4","speed":"20 ft., climb 10 ft., fly 40 ft.","hit_points":"14 (4d6)","armor_class":"13","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Silent Glide.*** The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. ***Sneak Attack (1/Turn).*** The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll.","actions":"***Blowgun.*** Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. ***Kukri Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Lemurfolk Greyfur","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"16 (+3)","CON":"12 (+1)","INT":"16 (+3)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"common, lemurfolk","skills":"Acrobatics +5, Stealth +5","speed":"20 ft., climb 10 ft., fly 40 ft.","hit_points":"67 (15d6 + 15)","armor_class":"13 (16 with mage armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Silent Glide.*** The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. ***Sneak Attack (1/Turn).*** The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll. ***Spellcasting.*** The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared Cantrips (at will) light, mage hand, minor illusion, poison spray, resistance 1st Level (4 slots) mage armor, sleep 2nd Level (3 slots) detect thoughts, misty step 3rd Level (2 slots) lightning bolt","actions":"***Blowgun.*** Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. ***Kukri Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Leprechaun","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"16 (+3)","CON":"11 (+0)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"common, sylvan","skills":"Deception +5, Perception +6, Persuasion +5, Sleight Of Hand +5, Stealth +7","speed":"40 ft.","hit_points":"14 (4d6)","armor_class":"13","senses":"passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Innate Spellcasting.*** The leprechaun's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will dancing lights, hideous laughter, invisibility <\/i>(self only), mage hand, magic mouth, major image, minor illusion<\/i> * 1/day each hypnotic pattern, major image<\/i> ***Sneak Attack (1/turn).*** The leprechaun deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the leprechaun that isn't incapacitated and the leprechaun doesn't have disadvantage on the attack roll.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Leshy","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"12 (+1)","CON":"14 (+2)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, elvish, sylvan","skills":"Deception +5, Perception +4, Stealth +3, Survival +4","speed":"30 ft.","hit_points":"84 (13d8 + 26)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Camouflage.*** A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage. ***Innate Spellcasting.*** The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components * At will animal friendship, pass without trace, speak with animals<\/i> * 1/day each entangle, plant growth, shillelagh, speak with plants, hideous laughter<\/i> ***Mimicry.*** A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature).DM's choice.realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice.","actions":"***Change Size.*** The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change. ***Club.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ***Multiattack.*** The leshy makes two club attacks."} {"creature_name":"Lesser Gibbering Orb","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"17 (+3)","CON":"17 (+3)","INT":"20 (+5)","WIS":"14 (+2)","CHA":"21 (+5)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":11500,"creature_cr":14,"languages":"all","skills":"Perception +12","speed":"5 ft., fly 30 ft.","hit_points":"136 (16d10 + 48)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Esoteric Theft.*** When a creature dies by being swallowed whole (or when a creature killed by the lesser gibbering orb in some other fashion is eaten by it), the lesser gibbering orb absorbs the creature's known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours. ***Flyby.*** The lesser gibbering orb doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Gibbering.*** The gibbering orb babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the orb that can hear the gibbering must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ***Hyper-Awareness.*** A lesser gibbering orb can see in all directions at once and cannot be surprised.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage. The target is grappled (escape DC 13) if the lesser gibbering orb isn't already grappling a creature, and the target is restrained until the grapple ends. ***Eye Rays.*** The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. The spells have a save DC of 18 and a +10 to hit. Roll a d20 to determine the effects: 1. acid arrow<\/i> 2. blindness/deafness<\/i> 3. chill touch<\/i> 4. color spray<\/i> 5. enthrall<\/i> 6. dispel magic<\/i> 7. flaming sphere<\/i> 8. grease<\/i> 9. hypnotic pattern<\/i> 10. inflict wounds<\/i> 11. bestow curse<\/i> 12. magic missile<\/i> 13. ray of enfeeblement<\/i> 14. ray of frost<\/i> 15. shatter<\/i> 16. sleep<\/i> 17. slow<\/i> 18. scorching ray<\/i> 19. lightning bolt<\/i> 20. hideous laughter<\/i> ***Multiattack.*** The lesser gibbering orb makes three bite attacks. ***Swallow.*** The lesser gibbering orb makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gibbering orb, and it takes 10 (3d6) acid damage at the start of each of the lesser gibbering orb's turns. The gibbering orb can have only one target swallowed at a time. If the gibbering orb takes 30 damage or more on a single turn from the swallowed creature, the gibbering orb must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the orb. If the lesser gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."} {"creature_name":"Lesser Lightning Elemental","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"18 (+4)","CON":"16 (+3)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"auran","skills":"","speed":"0 ft., fly 50 ft.","hit_points":"45 (6d8 + 18)","armor_class":"14","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Lightning.*** A creature that touches the lightning elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. ***Water Susceptibility.*** For every 5 feet that the lightning elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.","actions":"***Globe Lightning (1/Long Rest).*** The lightning elemental discharges 3 globes of electricity that hover in its space for 1 minute. Whenever a creature enters or starts its turn within 5 feet of the elemental, one of the globes discharges. The target must make a DC 14 Dexterity saving throw, taking 7 (1d6 + 4) lightning damage on a failed saving throw, or half as much damage on a successful one. As each globe discharges, it disappears. ***Lightning Bolt.*** Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 22 (4d8 + 4) lightning damage. ***Multiattack.*** The lightning elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) lightning damage."} {"creature_name":"Lesser Thaumaturmite","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"15 (+2)","CON":"10 (+0)","INT":"3 (-4)","WIS":"5 (-3)","CHA":"5 (-3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft., climb 30 ft.","hit_points":"10 (3d6)","armor_class":"12","senses":"darkvision 30 ft., passive perception 7","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Consume Magic.*** Any magical cloth that the thaumaturmite hits starts to corrode. Each time the thaumaturmite bites into a magical cloth which is worn or carried, the bearer of the item must make a successful DC 12 Dexterity saving throw or the item starts corroding. After two failed saving throws the item loses its magical qualities. ***Magic Resistance.*** The thaumaturmite has advantage on saving throws against spells and other magical effects. ***Magic Scent.*** The thaumaturmite can pinpoint, by scent, the location of any magical cloth within 30 feet of it. ***Spider Climb.*** The thaumaturmite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage."} {"creature_name":"Leucrotta","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"abyssal, gnoll","skills":"Deception +2, Perception +3","speed":"50 ft.","hit_points":"67 (9d10+18)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. ***Kicking Retreat.*** If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. ***Mimicry.*** The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ***Rampage.*** When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. ***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. ***Multiattack.*** The leucrotta makes two attacks: one with its bite and one with its hooves."} {"creature_name":"Leviathan","creature_source":"Mordenkainens Tome Of Foes","STR":"30 (+10)","DEX":"24 (+7)","CON":"30 (+10)","INT":"2 (-4)","WIS":"18 (+4)","CHA":"17 (+3)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral","creature_xp":25000,"creature_cr":20,"languages":"-","skills":"","speed":"40 ft., swim 120 ft.","hit_points":"328 (16d20 + 160)","armor_class":"17","senses":"darkvision 60 ft., passive perception 14","saving_throws":"WIS +10, CHA +9","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","abilities":"***Legendary Resistance (3/Day).*** If the leviathan fails a saving throw, it can choose to succeed instead. ***Move*** The leviathan moves up to its speed. ***Partial Freeze.*** If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. ***Siege Monster.*** The leviathan deals double damage to objects and structures (included in Tidal Wave). ***Slam (Costs 2 Actions)*** The leviathan makes one slam attack. The leviathan 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 leviathan regains spent legendary actions at the start of its turn. ***Water Form.*** The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","actions":"***Multiattack*** The leviathan makes two attacks: one with its slam and one with its tail. ***Slam*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. ***Tail*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. ***Tidal Wave (Recharge 6)*** While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn."} {"creature_name":"Library Automaton","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"13 (+1)","CON":"10 (+0)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"construct","creature_alignment":"lawful neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, machine speech","skills":"History +4, Investigation +4","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft., truesight 10 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Extra-Dimensional Book Repository.*** A small door on the chest of the library automaton opens into an extra.dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.","actions":"***Bibliotelekinesis.*** This ability functions as the cantrip mage hand<\/i> but can be used only on books, scrolls, maps, and other printed or written materials. ***Gaze of Confusion.*** The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect."} {"creature_name":"Lich","creature_source":"Monster Manual","STR":"11 (0)","DEX":"16 (+3)","CON":"16 (+3)","INT":"20 (+5)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"any evil alignment","creature_xp":33000,"creature_cr":21,"languages":"common plus up to five other languages","skills":"Arcana +18, History +12, Insight +9, Perception +9","speed":"30 ft.","hit_points":"135 (18d8+54)","armor_class":"17 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +10, INT +12, WIS +9","damage_immunities":"poison, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, lightning, necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Cantrip.*** The lich casts a cantrip. ***Disrupt Life (Costs 3 Actions).*** Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. ***Frightening Gaze (Costs 2 Actions).*** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened 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 lich's gaze for the next 24 hours. ***Legendary Resistance (3/Day).*** If the lich fails a saving throw, it can choose to succeed instead. ***Paralyzing Touch (Costs 2 Actions).*** The lich uses its Paralyzing Touch. 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. ***Rejuvenation.*** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. ***Spellcasting.*** The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared * Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) detect magic, magic missile, shield, thunderwave<\/i> * 2nd level (3 slots) detect thoughts, invisibility, Melf's acid arrow, mirror image<\/i> * 3rd level (3 slots) animate dead, counterspell, dispel magic, fireball<\/i> * 4th level (3 slots) blight, dimension door<\/i> * 5th level (3 slots) cloudkill, scrying<\/i> * 6th level (1 slot) disintegrate, globe of invulnerability<\/i> * 7th level (1 slot) finger of death, plane shift<\/i> * 8th level (1 slot) dominate monster, power word stun<\/i> * 9th level (1 slot) power word kill<\/i> ***Turn Resistance.*** The lich has advantage on saving throws against any effect that turns undead.","actions":"***Paralyzing Touch.*** Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution 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."} {"creature_name":"Lich Hound","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"18 (+4)","CON":"18 (+4)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"understands darakhul","skills":"Acrobatics +6, Perception +4","speed":"30 ft., fly 50 ft.","hit_points":"119 (14d8 + 56)","armor_class":"14","senses":"blindsight 100 ft., passive perception 14","saving_throws":"DEX +4, CON +4, CHA +3","damage_immunities":"poison","damage_resistances":"piercing and bludgeoning from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Keen Hearing and Smell.*** The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. ***Ethereal Jaunt.*** As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa. ***Gut Rip.*** As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early. ***Howl.*** The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours."} {"creature_name":"Lich Shade","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"16 (+3)","CON":"20 (+5)","INT":"18 (+4)","WIS":"16 (+3)","CHA":"13 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, infernal, plus up to four other languages","skills":"Arcana +7, History +7, Insight +6, Perception +6","speed":"30 ft.","hit_points":"85 (9d8 + 45)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"* ***Cast.*** The lich shade can cast the spell as an action on its turn, using the original caster's spell save DC and spell attack modifier. * ***Eldritch Bolt.*** The lich shade chooses one creature it can see within 60 feet of it as an action. That creature must make a DC 16 Dexterity saving throw, taking 22 (4d10) force damage on a failed saving throw, or half as much damage on a successful one. * ***Heal.*** The lich shade uses an action to regain 22 (4d10) hit points, up to its maximum hit points. If the lich shade does not use the absorbed magic, it fades at the end of its next turn. ***Death Throes.*** When the lich shade drops to 0 hit points, it explodes in a cloud of dust in a 10-foot radius. Creatures within this area must make a DC 16 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) necrotic damage, and the creature's maximum hit points are reduced by the same amount. If a creature's maximum hit points are reduced to 0, it dies. Magic such as greater restoration is necessary to cure this effect. On a successful saving throw, the creature takes half damage and is poisoned for 1 minute, but its maximum hit points are unaffected. Magic Resistance. The lich shade has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The lich shade's weapon attacks are magical. ***Spell Leech.*** When a creature the lich shade can see within 30 feet of it casts a spell of 1st level or higher, the lich shade can counter the spell, as if the lich shade had cast counterspell. If the lich shade attempts to leech a spell of 4th level or higher, it must make an Intelligence ability check. The DC for this check is 10 + the spell's level. If the spell leech is successful, the lich shade absorbs the magical energy and can use it only on its next turn in one of the following ways","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 11 (2d10) cold damage. ***Multiattack.*** The lich shade makes two claw attacks."} {"creature_name":"Lifferlas","creature_source":"Storm Kings Thunder","STR":"19 (+4)","DEX":"6 (-2)","CON":"15 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"huge","creature_type":"plant","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"common","skills":"","speed":"20 ft.","hit_points":"59 (7d12+14)","armor_class":"13 (natural armor)","senses":"passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"blugdeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***False Appearance.*** While Lifferlas remains motionless, it is indistinguishable from a normal tree. A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he's happy with that. **Ideal ** \"I exist to protect the people and plants of Goldenfields.\" **Bond ** \"Children are wonderful. I would do anything to make them feel happy and safe.\" **Flaw ** \"I can't remember people's names and often get them mixed up.\"","actions":"***Multiattack.*** Lifferlas makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage."} {"creature_name":"Light Cadejo","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"18 (+4)","CON":"12 (+1)","INT":"10 (+0)","WIS":"18 (+4)","CHA":"10 (+0)","creature_size":"medium","creature_type":"fey","creature_alignment":"Lawful good","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Deception +4, Perception +8, Stealth +8","speed":"30 ft.","hit_points":"99 (18d8 + 18)","armor_class":"18 (Natural Armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nullification.*** The light cadejo exists to undo the evil done by its wicked cousin. While a light cadejo is within 120 feet of a dark cadejo, the dark cadejo makes ability checks, attacks, and saving throws at disadvantage. Additionally, the dark cadejo's Paralysis and Stench features do not function. However, any attacks, ability checks, and saving throws resulting from direct combat with a light cadejo are made without disadvantage.","actions":"***Bite.*** Melee Weapon: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) damage. ***Multiattack.*** The light cadejo makes three attacks: one with its bite and two with its claws. ***Restorative Touch.*** A light cadejo touches a willing creature. The touch acts as the spell lesser restoration."} {"creature_name":"Lightning Mephit","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"17 (+3)","CON":"10 (+0)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"15 (+2)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"auran","skills":"Perception +4, Stealth +5","speed":"30 ft., fly 30 ft.","hit_points":"21 (6d6)","armor_class":"13","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a flare of lightning in a 15-foot radius. Creatures in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a successful saving throw, or half as much damage on a failed one. ***Innate Spellcasting.*** The mephit's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast shocking grasp<\/i> at will requiring no material components.","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) lightning damage. ***Lightning Breath (Recharge 6).*** The mephit exhales lightning in a 15- foot line that is 1-foot wide. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Lightning Weird","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"20 (+5)","CON":"15 (+2)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"auran, common, weirdling","skills":"","speed":"50 ft.","hit_points":"90 (12d10 + 24)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., passive perception 11","saving_throws":"","damage_immunities":"acid, lightning, poison, thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Electricity.*** If a creature attacks the lighting weird with a melee weapon, that creature takes 9 (2d8) lightning damage. ***Lightning Mote.*** A lightning weird's mote is a crackling, dancing, arcing, ball of electricity that occupies a 5-foot space. Creatures that start their turn within 5 feet of the lightning mote take 13 (3d8) lightning damage; creatures wearing metal armor must make a successful DC 15 Constitution saving throw if they take lightning damage from being near the mote. On a failed saving throw, the target is stunned until the end of its next turn. The lightning can move its mote up to 30 ft. as a bonus action. The mote must remain within 90 ft. ***Reform.*** When reduced to 0 hit points, a lightning weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based attacks and effects (including attacks by earth or fire elemental creatures). ***Transparent.*** Even when the lightning weird is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a lightning weird that has neither moved nor attacked. A creature that tries to enter the lightning weird's space while unaware of the lightning weird is surprised by the lightning weird.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) lightning damage. ***Command Elemental.*** One air elemental that the lightning weird can see within 60 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the air elemental is charmed for 1 minute. While charmed, the air elemental follows the lightning weird's commands."} {"creature_name":"Likho","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"18 (+4)","CON":"16 (+3)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"21 (+5)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, goblin, void speech","skills":"Acrobatics +7, Perception +6, Stealth +10","speed":"40 ft.","hit_points":"90 (12d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +7, CHA +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components At will message 3/day each crown of madness, mirror image, ray of enfeeblement 1/day bestow curse ***Magic Resistance.*** The likho has advantage on saving throws against spells and other magical effects. ***Pounce.*** If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it.","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Disruptive Gaze.*** As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn. ***Multiattack.*** The likho makes two claw attacks."} {"creature_name":"Lindwurm","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"20 (+5)","CON":"16 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Acrobatics +8, Athletics +8, Perception +4, Stealth +9","speed":"40 ft., swim 20 ft.","hit_points":"136 (16d10 + 48)","armor_class":"15","senses":"darkvision 60 ft., tremorsense 120 ft. on ice, passive perception 14","saving_throws":"STR +7, DEX +8, CON +6","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"paralyzed, prone, unconscious","abilities":"***Lindwurm Fever.*** A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured. ***Skittering Skater.*** Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell. ***Snake Belly.*** When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. ***Constrict.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target. ***Multiattack.*** The lindwurm makes one bite attack, one claw attack, and one constrict attack."} {"creature_name":"Lion","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"13 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3, Stealth +6","speed":"50 ft.","hit_points":"26 (4d10+4)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The lion has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Pounce.*** If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. ***Running Leap.*** With a 10-foot running start, the lion can long jump up to 25 ft..","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Liosalfar","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"25 (+7)","CON":"10 (+0)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"12 (+1)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"common, celestial, elemental, elvish, giant","skills":"Arcana +7, Insight +7, Perception +7","speed":"fly 60 ft. (hover)","hit_points":"110 (20d10)","armor_class":"17","senses":"blindsight 120 ft., truesight 60 ft., passive perception 17","saving_throws":"DEX +10, CON +3, INT +7, WIS +7, CHA +4","damage_immunities":"poison, psychic, radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, exhaustion (see lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Alien Mentality.*** A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round. ***Darkness Vulnerability.*** Magical darkness is harmful to a liosalfar They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful. ***Incorporeal Movement.*** The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components At Will augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying 2/day each alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray 1/day each hallucinatory terrain, plane shift, sunbeam ***Lightform.*** Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form. ***Prismatic Glow.*** Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness.","actions":"***Disrupting Touch.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round. ***Multiattack.*** The liosalfar makes two Disrupting Touch attacks."} {"creature_name":"Lithic","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"12 (+1)","CON":"15 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"terran","skills":"Perception +2, Stealth +3","speed":"30 ft., burrow 30 ft.","hit_points":"45 (7d8 + 14)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Blend With Stone.*** The lythic has advantage on Dexterity (Stealth) checks in rocky terrain, and can take the Hide action whenever it is within 10 feet of some sort of stone, and remains hidden unless it moves or attacks. ***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. ***Fury of the Earth.*** Whenever the lythic starts its turn with half its hit points or fewer, it flies into a berserker-like rage. On each of its turns while berserk, the lythic deals an additional 7 (2d6) damage with its slam attack.","actions":"***Multiattack.*** The lythic makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage."} {"creature_name":"Livestone","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"10 (+0)","CON":"20 (+5)","INT":"2 (-4)","WIS":"1 (-5)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"20 ft.","hit_points":"168 (16d10 + 80)","armor_class":"10","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 5","saving_throws":"","damage_immunities":"acid, cold, fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","abilities":"***False Appearance.*** While the livestone is solidified and remains motionless, it is indistinguishable from a typical stone. ***Solidify.*** As a reaction, the livestone can solidify all or part of itself into material with the same consistency of solid rock. The livestone adds 4 to its AC against one melee attack that would hit it. The livestone does not have to see the attack to use this ability. A livestone cannot take attack or move actions if its entire form is solidified. A livestone must use an action to desolidify itself. ***Stone Camouflage.*** The livestone has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Engulf.*** The livestone engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the livestone's turns or take 14 (2d8 + 5) bludgeoning damage. If the livestone moves, the engulfed target moves with it. The livestone can have only one creature engulfed at a time. ***Multiattack.*** The livestone makes two attacks with its pseudopod. ***Pseudopod.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The livestone can grapple two targets."} {"creature_name":"Living Unseen Servant","creature_source":"Dungeon Of The Mad Mage","STR":"2 (-4)","DEX":"10 (0)","CON":"11 (0)","INT":"1 (-5)","WIS":"10 (0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"understands one language (usually common) but can't speak","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"4 (1d8)","armor_class":"10","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Invisibility.*** The unseen servant is invisible.","actions":"***Slam.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage."} {"creature_name":"Living Wick","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"10 (+0)","CON":"10 (+0)","INT":"5 (-3)","WIS":"5 (-3)","CHA":"5 (-3)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"shares a telepathic link with the individual that lit its wick","skills":"","speed":"20 ft.","hit_points":"28 (8d6)","armor_class":"13 (natural armor)","senses":"sight 20 ft. (blind beyond the radius of its own light), passive perception 10","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","abilities":"***Controlled.*** Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them. ***Light.*** Activated living wicks produce light as a torch. ***Melting.*** A living wick loses one hit point for every 24 hours it remains lit.","actions":"***Consume Self.*** A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax. ***Slam.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage."} {"creature_name":"Lizard","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"11 (0)","CON":"10 (0)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"2 (1d4)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Lizard King/Queen","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"15 (+2)","INT":"11 (0)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (lizardfolk)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, draconic","skills":"Perception +4, Stealth +5, Survival +4","speed":"30 ft., swim 30 ft.","hit_points":"78 (12d8+24)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"CON +4, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes. ***Skewer.*** Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. ***Multiattack.*** The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. ***Trident.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Lizardfolk","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (lizardfolk)","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"draconic","skills":"Perception +3, Stealth +4, Survival +5","speed":"30 ft., swim 30 ft.","hit_points":"22 (4d8+4)","armor_class":"15 (natural armor, shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Heavy Club.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Multiattack.*** The lizardfolk makes two melee attacks, each one with a different weapon. ***Spiked Shield.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Lizardfolk Shaman","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"10 (0)","WIS":"15 (+2)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (lizardfolk)","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +4, Survival +6","speed":"30 ft., swim 30 ft.","hit_points":"27 (5d8+5)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes. ***Spellcasting (Lizardfolk Form Only).*** The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared * Cantrips (at will) druidcraft, produce flame, thorn whip<\/i> * 1st Level (4 slots) entangle, fog cloud<\/i> * 2nd Level (3 slots) heat metal, spike growth<\/i> * 3rd Level (2 slots) conjure animals <\/i>(reptiles only), plant growth<\/i>","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends. ***Change Shape (Recharges after a Short or Long Rest).*** The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Claws (Lizardfolk Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack (Lizardfolk Form Only).*** The lizardfolk makes two attacks: one with its bite and one with its claws."} {"creature_name":"Lord Of The Hunt","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"18 (+4)","CON":"19 (+4)","INT":"14 (+2)","WIS":"18 (+4)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":20000,"creature_cr":18,"languages":"common, draconic, elvish, sylvan","skills":"Athletics +11, Perception +10, Survival +10","speed":"40 ft.","hit_points":"229 (27d8 + 108)","armor_class":"18 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception passive perception 20","saving_throws":"STR +11, WIS +10, CHA +8","damage_immunities":"cold, poison","damage_resistances":"bludgeoning, piercing, and slashing from weapons that aren't made of cold iron","damage_vulnerabilities":"","condition_immunities":"exhaustion, charmed, frightened, poisoned","abilities":"***Call the Hunt (2 actions).*** The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours. ***Expert Rider.*** While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage. ***Innate Spellcasting.*** The lord of the hunt's innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components. At will druidcraft, hunter's mark, phantom steed 3/day each commune with nature, conjure volley 1/day conjure fey (conjured creatures vanish if the Lord of the Hunt's concentration is broken) ***Legendary Resistance (3/day).*** If the Lord of the Hunt fails a saving throw, he can choose to succeed instead. ***Lord of the Hunt's Lair.*** On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can't use the same effect two rounds in a row - The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies. - The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom 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. - The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn. ***Magic Weapons.*** The Lord of the Hunt's weapon attacks are magical. ***Parry.*** The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon. ***Regional Effects.*** The region containing Lord of the Hunt's encampment is warped by his magic, which creates one or more of the following effects - Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers. - Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices. - Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. ***Strike.*** The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack. ***Tenacious Stride.*** The Lord of the Hunt moves half his speed, or half the speed of any steed he rides. ***The Lord of the Hunt 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 Lord of the Hunt regains spent legendary actions at the start of his turn.","actions":"***Howling Longbow.*** Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. ***Huntsman's Spear.*** Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed. ***Multiattack.*** The Lord of the Hunt makes three melee attacks or\tranged attacks"} {"creature_name":"Lorelei","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"21 (+5)","CON":"18 (+4)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"23 (+6)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, sylvan","skills":"Deception +9, Performance +9, Persuasion +9","speed":"30 ft., swim 30 ft.","hit_points":"76 (9d8 + 36)","armor_class":"15 (18 mage armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +8, CHA +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Alluring Presence.*** All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours. ***Spellcasting.*** The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared Cantrips (at will) detect magic, guidance, light, mending, poison spray, prestidigitation 1st level (4 slots) comprehend languages, fog cloud, mage armor, ray of sickness 2nd level (3 slots) hold person, misty step, suggestion 3rdlevel (3 slots) hypnotic pattern, gaseous form, water walk 4th level (2 slots) dominate beast, ice storm ***Unearthly Grace.*** A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier. ***Water Spirit.*** The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water.","actions":"***Charm.*** The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ***Dagger.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. ***Stunning Glance.*** The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."} {"creature_name":"Lost Limb","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"16 (+3)","CON":"14 (+2)","INT":"4 (-3)","WIS":"4 (-3)","CHA":"4 (-3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Perception +1","speed":"30 ft., climb 30 ft.","hit_points":"16 (3d6 + 6)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Adhesive.*** The lost limb adheres to the limb of its victim. A Huge or smaller creature adhered to the limb is also grappled (escape DC 13). Ability checks made to escape the grapple have disadvantage. ***Compact.*** The lost limb may stay in the same space as another creature or character. ***Fuse.*** Once the limb has consumed the limb it is replacing, the creature that it is attached to slowly begins to heal, regaining 5 hit points at the start of each of its turns. After 1 minute, the creature finally can control the limb and gains a +2 bonus to Strength as the limb becomes a permanent part of its body. ***Grappler.*** The lost limb has advantage on attack rolls against any creature grappled by it.","actions":"***Consume.*** A creature grappled by the lost limb must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (2d6 + 3) necrotic damage as the lost limb starts to consume the limb of the target. The target takes an additional 10 (2d6) + 3) necrotic damage at the start of each of its turns but can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the limb consumes more than onequarter of the target's hit points, the target's limb is permanently replaced by the lost limb as it attaches to the joint (shoulder or hip) of the target. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 +1) bludgeoning damage and the target is grappled (escape DC 13) and restrained."} {"creature_name":"Loxoda","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"12 (+1)","CON":"19 (+4)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"loxodan","skills":"Survival +5","speed":"40 ft.","hit_points":"147 (14d12 + 56)","armor_class":"13 (natural armor)","senses":", passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage. ***Maul.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage. ***Multiattack.*** The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack. ***Stomp.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage."} {"creature_name":"Lunar Devil","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"21 (+5)","CON":"20 (+5)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"celestial, draconic, elvish, infernal, sylvan, telepathy 120 ft.","skills":"Perception +5","speed":"40 ft., fly 60 ft. (hover), lightwalking 80 ft.","hit_points":"94 (9d10 + 45)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"STR +8, DEX +8, CON +8, WIS +5","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components At will fly, major image, planar binding 3/day greater invisibility 1/day wall of ice ***Light Incorporeality.*** The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead. ***Lightwalking.*** Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Variant Devil Summoning.*** Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Hurl Moonlight.*** Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds. ***Multiattack.*** The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice. ***Tail.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."} {"creature_name":"Lurker Above/Below","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"16 (+3)","CON":"15 (+2)","INT":"2 (-4)","WIS":"15 (+2)","CHA":"9 (-1)","creature_size":"huge","creature_type":"aberration","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Athletics +7, Stealth +6","speed":"10 ft., climb 5 ft., fly 40 ft. (Lurker Below instead has a 40 ft. swim speed)","hit_points":"68 (8d12 + 16)","armor_class":"13","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Damage Transfer.*** While it is grappling a creature, the lurker above takes only half the damage dealt to it, and the creature grappled by the lurker above takes the other half. ***Keen Scent.*** The lurker above has advantage on Wisdom (Perception) checks based on scent. ***Sunlight Sensitivity.*** While in sunlight, the lurker above has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target is grappled (escape DC 15) and the lurker above cannot grapple or use its Slam attack on another target. ***Smother.*** The lurker above wraps itself around one grappled creature of Large size or smaller, completely enclosing it. The grappled target is restrained, blinded, no longer able to speak or use spells with verbal components, and at risk of suffocating. At the start of each of the target's turns, the target takes 17 (3d8 + 4) bludgeoning damage."} {"creature_name":"Madam Eva","creature_source":"Curse Of Strahd","STR":"8 (-1)","DEX":"11 (0)","CON":"12 (+1)","INT":"17 (+3)","WIS":"20 (+5)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"abyssal, common, elvish, infernal","skills":"Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7","speed":"20 ft.","hit_points":"88 (16d8+16)","armor_class":"10","senses":"","saving_throws":"CON +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared * Cantrips (at will) light, mending, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) bane, command, detect evil and good, protection from evil and good<\/i> * 2nd level (3 slots) lesser restoration, protection from poison, spiritual weapon<\/i> * 3rd level (3 slots) create food and water, speak with dead, spirit guardians<\/i> * 4th level (3 slots) divination, freedom of movement, guardians of faith<\/i> * 5th level (2 slots) greater restoration, raise dead<\/i> * 6th level (1 slot) find the path, harm, true seeing<\/i> * 7th level (1 slot) fire storm, regenerate<\/i> * 8th level (1 slot) earthquake<\/i>","actions":"***Curse (Recharges after a Long Rest).*** Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage. ***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. ***Evil Eye (Recharges after a Short or Long Rest).*** Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours."} {"creature_name":"Maegera the Dawn Titan","creature_source":"Storm Kings Thunder","STR":"21 (+5)","DEX":"22 (+6)","CON":"20 (+5)","INT":"10 (0)","WIS":"10 (0)","CHA":"19 (+4)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"ignan","skills":"","speed":"50 ft..","hit_points":"341 (22d20+110)","armor_class":"16","senses":"blindsight 120 ft.","saving_throws":"CON +12, WIS +7, CHA +11","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Create Fire Elemental (Costs 3 Actions).*** Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera's commands and fights until destroyed. ***Empowered Attacks.*** Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. ***Fire Aura.*** At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it. ***Fire Form.*** Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space. ***Illumination.*** Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft.. ***Innate Spellcasting.*** Maegera's can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's spell casting ability is Charisma. ***Magic Resistance.*** Maegera has advantage on saving throws against spells and other magical effects. ***Quench Magic.*** Maegera targets one creature that it can see within 60 feet of it. Any resistence or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn. Maegera the Dawn Titan 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. Maegera regains spent legendary actions at the start of its turn. ***Smoke Cloud (Costs 2 Actions).*** Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 foot cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are blinded and can't be seen.","actions":"***Multiattack.*** Maegera makes three slam attacks. ***Slam.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 35 (10d6) fire damage"} {"creature_name":"Mage","creature_source":"Monster Manual","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":2300,"creature_cr":6,"languages":"any four languages","skills":"Arcana +6, History +6","speed":"30 ft.","hit_points":"40 (9d8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +6, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared * Cantrips (at will) fire bolt, light, mage hand, prestidigitation<\/i> * 1st level (4 slots) detect magic, mage armor, magic missile, shield<\/i> * 2nd level (3 slots) misty step, suggestion<\/i> * 3rd level (3 slots) counterspell, fireball, fly<\/i> * 4th level (3 slots) greater invisibility, ice storm<\/i> * 5th level (1 slot) cone of cold<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Magma Mephit","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"7 (-2)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"ignan, terran","skills":"Stealth +3","speed":"30 ft., fly 30 ft.","hit_points":"22 (5d6+5)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. ***False Appearance.*** While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. ***Innate Spellcasting (1/Day).*** The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. ***Fire Breath (Recharge 6).*** The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Magma Ooze","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"4 (-3)","CON":"18 (+4)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"85 (9d10 + 36)","armor_class":"7","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 8","saving_throws":"","damage_immunities":"acid, cold, fire, lightning, poison, psychic, slashing","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The magma ooze can move through a space as narrow as 1 inch wide without squeezing. ***Spider Climb.*** The magma ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Split.*** When a magma ooze that is Medium or larger is subjected to slashing damage, it splits into two new magma oozes if it has at least 10 hit points. Each new magma ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original magma ooze. ***Superheated.*** Creatures that touch the magma ooze take 7 (2d6) fire damage. Any nonmagical weapon used to attack the magma ooze melts and warps. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the ooze is destroyed after dealing damage. The ooze can melt through 2-inch-thick, nonmagical wood or metal in 1 round.","actions":"***Pseudopod.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 28 (8d6) fire damage. In addition, any nonmagical armor worn by the target is partially burned and melted and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Magmin","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"small","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"ignan","skills":"","speed":"30 ft.","hit_points":"9 (2d6+2)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Burst.*** When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. ***Ignited Illumination.*** As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.","actions":"***Touch.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns."} {"creature_name":"Magmoid","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"17 (+3)","CON":"15 (+2)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"ignan, terran","skills":"","speed":"40 ft.","hit_points":"120 (16d10 + 32)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, lightning, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. ***Magma Form.*** The magmoid can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the magmoid or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, the magmoid can flow into a hostile creature's space and stop there. The first time it enters a hostile creature's space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the flames, the creature takes 4 (1d8) fire damage at the start of each of its turns. ***Melt Weapons.*** Any nonmagical weapon made of metal that hits the magmoid melts. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or other flammable material is melted or burned and is destroyed after dealing damage. ***Siege Monster.*** The magmoid deals double damage to objects and structures.","actions":"***Magma Blast (Recharge 6).*** The magmoid hurls a blast of magma in a 60-foot line that is 5-foot-wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure and half as much damage on a success. In addition, any creature or a flammable object in the line ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. ***Multiattack.*** The magmoid makes two slam attacks. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns."} {"creature_name":"Magnesium Golem","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"9 (-1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"construct","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"68 (8d8 + 32)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Aura of Sickness.*** Creatures who begin their turn within 10 feet of the golem must make a DC 15 Constitution saving throw. On a failed saving throw, the creature is poisoned for 1 minute. If a creature ends its turn outside the 10-foot area, it can repeat the saving throw, ending the effect on a success. If the creature succeeds or if the effect ends for it, it is immune to the golem's aura of sickness for 24 hours. ***Fire Absorption.*** Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Mahoru","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"19 (+4)","CON":"14 (+2)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +6","speed":"10 ft., swim 60 ft.","hit_points":"91 (14d8 + 28)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The mahoru can breathe air and water. ***Blood Frenzy.*** The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points. ***Keen Sight and Smell.*** The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell. ***Pack Tactics.*** The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. ***Roar.*** When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours. ***Vorpal Bite.*** A mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll a d12 and consult the following table for the result: * 1-2: right hand * 3-4: left hand * 5-6: right food * 7-8: left foot * 9: right forearm * 10: left forearm * 11: right lower leg * 12: left lower leg"} {"creature_name":"Malakbel","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"17 (+3)","CON":"19 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +7","speed":"40 ft.","hit_points":"102 (12d8 + 48)","armor_class":"14 (natural armor)","senses":"truesight 30 ft., passive perception 17","saving_throws":"DEX +7, WIS +7","damage_immunities":"fire, radiant, poison","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded, poisoned","abilities":"***Blistering Radiance.*** The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap. ***Distortion.*** Ranged attacks against the malakbel have disadvantage. ***Magic Resistance.*** The malakbel has advantage on saving throws against spells and other magical effects.","actions":"***Multiattack.*** The malakbel makes two scorching blast attacks. ***Scorching Blast.*** Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage. ***Searing Flare (Recharge 5-6).*** The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion. ***Teleport.*** The malakbel magically teleports to an unoccupied space it can see within 100 feet."} {"creature_name":"Male Steeder","creature_source":"Out Of The Abyss","STR":"15 (+2)","DEX":"12 (+1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"-","skills":"Stealth +5","speed":"30 ft., climb 30 ft.","hit_points":"13 (2d8+4)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Leap.*** The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet. ***Spider Climb.*** The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one. ***Sticky Leg (Recharges when the Steeder Has No Creatures Grappled.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)"} {"creature_name":"Malformed Kraken","creature_source":"Tales From The Yawning Portal","STR":"25 (+7)","DEX":"11 (0)","CON":"20 (+5)","INT":"11 (0)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"understands common but can't speak; telepathy 60 ft.","skills":"","speed":"20 ft., swim 40 ft.","hit_points":"172 (15d12+75)","armor_class":"17 (natural armor)","senses":"truesight 60 ft.","saving_throws":"STR +11, CON +9, INT +4, WIS +6, CHA +6","damage_immunities":"lightning","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"frightened, paralyzed","abilities":"***Amphibious.*** The kraken can breathe air and water. ***Siege Monster.*** The kraken deals double damage to objects and structures. ***Source.*** tales from the yawning portal, page 239","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. ***Fling.*** One Medium or smaller object held or creature grappled by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. ***Lightning Storm.*** The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. ***Tentacle.*** Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target."} {"creature_name":"Malignant Mouth","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"6 (-2)","CON":"9 (-1)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"all","skills":"Performance +8","speed":"0 ft.","hit_points":"20 (4d8 + 2)","armor_class":"16 (natural armor)","senses":"tremorsense 120 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"necrotic, poison","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Magic Resistance.*** The malignant mouth has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee weapon attack: +3 to hit, range 5 ft., one target. Hit: 9 (2d8) slashing damage. ***Cackle (Recharge 5-6).*** All creatures within a 30 ft. radius from mouth have one of the following effects. Roll 1d6 separately for each target: ***Focused Shout.*** Ranged weapon attack: +6 to hit, range 60/120 ft., one target. Hit: 7 (2d6) force damage. 1. ***Confusion.*** Target must succeed on a DC 14 Wisdom saving throw or move in a random direction each turn, making a melee attack against the first target it encounters for 1d6 rounds. 2. ***Fear.*** Target must succeed on a DC 14 Wisdom saving throw or drop what it is holding and use its action and move to dash away from the mouth. The target can attempt a new saving throw at the end of each of its turns, ending the effect on a success. 3. ***Sleep.*** If the target has less than 5d8 hit points, it falls asleep as per the sleep spell. 4. ***Cure Wounds.*** The target is healed for 1d8+2 hit points. 5. ***Vomit.*** The target must succeed on a DC 14 Dexterity saving throw or be immobilized for 2d4 rounds. On a successful saving throw, the target moves at half speed for 1d4 rounds. 6. ***Tongue Lash.*** Ranged Weapon Attack: +8 to hit, range 10/20 ft., one creature. Hit: the target is pulled next to the malignant mouth, which can then make a bite attack against it with advantage."} {"creature_name":"Mallqui","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"9 (-1)","CON":"16 (+3)","INT":"11 (+0)","WIS":"16 (+3)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful neutral","creature_xp":3900,"creature_cr":8,"languages":"the languages it knew in life","skills":"History +3, Insight +6, Religion +3","speed":"20 ft.","hit_points":"120 (16d8 + 48)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"INT +3, CHA +5","damage_immunities":"necrotic, poison","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components * At will druidcraft, produce flame<\/i> * 4/day each create or destroy water, entangle<\/i> * 2/day locate animals or plants<\/i> * 1/day each dispel magic, plant growth, wind wall<\/i> ***Regeneration.*** The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Water Sensitivity.*** The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways - Splashed with a waterskin or equivalent 1d10 damage - Attacked by creature made of water Normal damage plus an extra 1d10 damage - Caught in rain 2d10 damage per round (DC 11 Dexterity saving throw for half) - Immersed in water 4d10 damage per round (DC 13 Dexterity saving throw for half) Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above","actions":"***Desiccating Touch.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. ***Multiattack.*** The mallqui can use its xeric aura and makes two attacks with its desiccating touch. ***Xeric Aura.*** All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it. ***Xeric Blast.*** Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage."} {"creature_name":"Malphas (Storm Crow)","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"19 (+4)","CON":"16 (+3)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"common, giant, ravenfolk, sylvan","skills":"Perception +4","speed":"40 ft., fly 30 ft.","hit_points":"120 (16d8 + 48)","armor_class":"16 (studded leather)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +7, CON +6, WIS +4, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components At will magic missile 1/day haste ***Night Terror (1/round).*** As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target. ***Shadow Call.*** A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack. ***Sunlight Sensitivity.*** While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Swordtrained.*** Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons.","actions":"***Longsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Multiattack.*** The malphas makes three longsword attacks."} {"creature_name":"Mammon","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"13 (+1)","CON":"24 (+7)","INT":"23 (+6)","WIS":"21 (+5)","CHA":"26 (+8)","creature_size":"huge","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":75000,"creature_cr":25,"languages":"all, telepathy 120 ft.","skills":"Deception +16, Insight +13, Perception +13, Persuasion +16","speed":"50 ft.","hit_points":"378 (28d12 + 196)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 23","saving_throws":"DEX +9, INT +14, WIS +13, CHA +16","damage_immunities":"fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack.*** Mammon makes one purse or molten coins attack. ***Deep Pockets (3 actions).*** Mammon recharges his Your Weight In Gold ability. ***Innate Spellcasting.*** Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components At will charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura 3/day each animate objects, counterspell, creation, instant summons, legend lore, teleport 1/day each imprisonment (minimus containment only, inside gems), sunburst ***Legendary Resistance (3/day).*** If Mammon fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Mammon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Mammon's weapon attacks are magical. ***Make It Rain!.*** Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn. ***Mammon 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. Mammon regains spent legendary actions at the start of his turn. ***Mammon's Lair.*** On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can't use the same effect two rounds in a row - Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again. - Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it. - Mammon magically teleports from one area of treasure to another within 150 feet. ***Regional Effects.*** The region containing Mammon's lair is warped by the archdevil's magic, which creates one or more of the following effects - Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic. - Creatures that spend more than 1 hour within 1 mile of Mammon's lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic. - Any naturally occurring treasure in Mammon's home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.","actions":"***Molten Coins.*** Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage. ***Multiattack.*** Mammon makes three attacks. ***Purse.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage ***Your Weight In Gold (Recharge 5-6).*** Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic."} {"creature_name":"Mammoth","creature_source":"Monster Manual","STR":"24 (+7)","DEX":"9 (-1)","CON":"21 (+5)","INT":"3 (-4)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"","skills":"","speed":"40 ft.","hit_points":"126 (11d12+55)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. ***Stomp.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage."} {"creature_name":"Mamura","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"18 (+4)","CON":"19 (+4)","INT":"17 (+3)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"small","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"common, elvish, goblin, sylvan, void speech","skills":"Acrobatics +7, Perception +6, Stealth +7","speed":"20 ft., fly 30 ft.","hit_points":"97 (13d6 + 52)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +7, CON +7, CHA +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***All-Around Vision.*** Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies. ***Distraction.*** Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura. ***Flyby.*** The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Friend to Darkness.*** In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness. ***Magic Resistance.*** The mamura has advantage on saving throws against spells and other magical effects.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws. ***Multiattack.*** The mamura makes three claw attacks and one whiptail sting attack. ***Whiptail Stinger.*** Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect."} {"creature_name":"Manabane Scarab Swarm","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"1 (-5)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +3, Stealth +5","speed":"20 ft., burrow 5 ft., climb 20ft.","hit_points":"75 (10d8 + 30)","armor_class":"15 (natural armor)","senses":"blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Magic Immunity.*** The manabane scarab swarm is immune to spells and other magical effects. ***Mana Erosion.*** The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability). ***Scent Magic.*** The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended."} {"creature_name":"Manes","creature_source":"Monster Manual","STR":"10 (0)","DEX":"9 (-1)","CON":"13 (+1)","INT":"3 (-4)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"small","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":25,"creature_cr":0.125,"languages":"understands abyssal but can't speak","skills":"","speed":"20 ft.","hit_points":"9 (2d6+2)","armor_class":"9 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","actions":"***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage."} {"creature_name":"Manticore","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"16 (+3)","CON":"17 (+3)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"30 ft., fly 50 ft.","hit_points":"68 (8d10+24)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Tail Spike Regrowth.*** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. ***Tail Spike.*** Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage."} {"creature_name":"Mantidrake","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"15 (+2)","CON":"20 (+5)","INT":"9 (-1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"common, draconic","skills":"Perception +6","speed":"30 ft., fly 50 ft.","hit_points":"147 (14d10 + 70)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +6, CON +9, WIS +6, CHA +5","damage_immunities":"type associated with the dragon head color","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The mantidrake doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Keen Smell.*** The mantidrake has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Dragon Breath (Recharge 5-6).*** The mantidrake exhales its breath based on its dragon head color. Each creature in the area affected must make a DC 18 Dexterity saving throw, taking 36 (8d8) damage on a failed save, of half as much on a successful one. ***Multiattack.*** The mantidrake makes three attacks: one with its bite and two with its claws. ***Spikes.*** Ranged Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage."} {"creature_name":"Mantrap","creature_source":"Tomb Of Annihilation","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"2 (-4)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"5 ft.","hit_points":"45 (7d10 +7)","armor_class":"12","senses":"tremorsense 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhaustion, prone","abilities":"***Attractive Pollen (1/Day).*** When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***False appearance.*** While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.","actions":"***Engulf.*** Melee Weapon Aitack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time"} {"creature_name":"Map Mimic","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"15 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"","speed":"30 ft., fly 15 ft.","hit_points":"32 (5d8 + 10)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Constrict Face.*** When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn. ***False Appearance (Object Form Only).*** While the mimic remains motionless, it is indistinguishable from an ordinary object. ***Mimic Page.*** The mimic can disguise itself as any tiny, flat object.a piece of leather, a plate.not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic. ***Shapechanger.*** The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Pseudopod.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait."} {"creature_name":"Maphistal, Second of Orcus","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"16 (+3)","CON":"24 (+7)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"23 (+6)","creature_size":"large","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":90000,"creature_cr":26,"languages":"all, telepathy 120 ft.","skills":"Deception +14, Intimidation +14, Perception +13","speed":"40 ft., fly 80 ft.","hit_points":"400 (32d10 + 224)","armor_class":"21 (natural armor)","senses":"truesight 120 ft., passive perception 23","saving_throws":"CON +15, WIS +13, CHA +14","damage_immunities":"necrotic, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack.*** Maphistal makes one claw attack. ***Circle of Death.*** Maphistal casts circle of death. ***Innate Spellcasting.*** Maphistal's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells requiring no material components * At will circle of death, detect evil and good, detect magic, dispel magic<\/i> * 3/day animate dead, blight, hallow, suggestion, telekinesis<\/i> * 1/day conjure fiend, fire storm, power word stun<\/i> ***Legendary Resistance (3/day).*** If Maphistal fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Maphistal has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** Maphistal's melee attacks are magical. ***Rampage.*** When Maphistal reduces a creature to 0 hit points with a melee attack on its turn, Maphistal can take a bonus action to move up to half its speed and make a bite attack. Maphistal 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. Maphistal regains spent legendary actions at the start of its turn. ***Teleport.*** Maphistal uses its Teleport action. ***Unholy Aura.*** Malevolent shadows swirl around Maphistal and radiate out from it in a 30-foot radius. Non-evil creatures in this area have disadvantage on attack rolls against Maphistal and its allies.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. The disease can be magically cured by a greater restoration or heal spell. ***Claws.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) slashing damage. If the target is a creature, it must make a DC 20 Constitution saving throw. On a failure, the target's Dexterity score is reduced by 1d4. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a long rest. ***Multiattack.*** Maphistal makes three attacks: one with its bite and two with its claws. ***Summon (1/day).*** Maphistal summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1d4 nalfeshnees, 1d3 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Maphistal, but can't summon other demons. It remains for 1 minute, until it or Maphistal is slain, or until Maphistal takes an action to dismiss it. ***Teleport.*** Maphistal magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."} {"creature_name":"Margoyle","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"19 (+4)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":4,"languages":"terran","skills":"Stealth +4","speed":"30 ft., fly 60 ft.","hit_points":"68 (8d8 + 32)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, poisoned","abilities":"***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from a weathered, inanimate statue that is covered in fungus, lichen, and moss.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft.; one target. Hit: 7 (1d8 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Multiattack.*** The margoyle makes three attacks: one with its bite and two with its claws; it can gore once with its horns instead of using its bite."} {"creature_name":"Marid","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"12 (+1)","CON":"26 (+8)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"18 (+4)","creature_size":"large","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":7200,"creature_cr":11,"languages":"aquan","skills":"","speed":"30 ft., fly 60 ft., swim 90 ft.","hit_points":"229 (17d10+136)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +5, WIS +7, CHA +8","damage_immunities":"","damage_resistances":"acid, cold, lightning","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The marid can breathe air and water. ***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. ***Elemental Demise.*** If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying. ***Innate Spellcasting.*** The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink<\/i> * 3/day each tongues, water breathing, water walk<\/i> * 1/day each conjure elemental <\/i>(water elemental only), control water, gaseous form, invisibility, plane shift<\/i> ***Variant Genie Powers.*** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. ***Wishes.*** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.","actions":"***Multiattack.*** The marid makes two trident attacks. ***Trident.*** Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack. ***Water Jet.*** The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone."} {"creature_name":"Marilith","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"20 (+5)","CON":"20 (+5)","INT":"18 (+4)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":15000,"creature_cr":16,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"189 (18d10+90)","armor_class":"18 (natural armor)","senses":"truesight 120 ft.","saving_throws":"STR +9, CON +10, WIS +8, CHA +10","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The marilith has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The marilith's weapon attacks are magical. ***Parry.*** 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. ***Reactive.*** The marilith can take one reaction on every turn in combat.","actions":"***Longsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Multiattack.*** The marilith can make seven attacks: six with its longswords and one with its tail. ***Tail.*** 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. ***Teleport.*** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A 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."} {"creature_name":"Markham Southwell","creature_source":"Storm Kings Thunder","STR":"15 (+2)","DEX":"13 (+1)","CON":"14 (+2)","INT":"11 (0)","WIS":"16 (+3)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (turami human)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common","skills":"Perception +5, Survival +5","speed":"30 ft.","hit_points":"58 (9d8+18)","armor_class":"17 (splint)","senses":"passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. **Ideal ** \"All people deserve to be treated with dignity.\" **Bond ** \"Duvessa is a natural leader, but she needs help. That's my job.\" **Flaw ** \"I bury my emotions and have no interest in small talk.\"","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts. ***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. ***Multiattack.*** Markham makes two melee attacks."} {"creature_name":"Marlos Urnrayle","creature_source":"Elemental Evil","STR":"17 (+3)","DEX":"11 (0)","CON":"18 (+4)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, terran","skills":"Arcana +4, Deception +6, Perception +4","speed":"30 ft.","hit_points":"136 (16d8+64)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Earth Passage.*** Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied. ***Earthen Defeat.*** When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind. ***Legendary Resistance (2/Day).*** If Marlos fails a saving throw, he can choose to succeed instead. ***Petrifying Gaze.*** When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save. If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.","actions":"***Ironfang.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) thunder damage. ***Multiattack.*** Marlos makes three melee attacks, one with his snake hair and two with Ironfang. ***Snake Hair.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage."} {"creature_name":"Martial Arts Adept","creature_source":"Volos Guide","STR":"11 (0)","DEX":"17 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"16 (+3)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any one language (usually common)","skills":"Acrobatics +5, Insight +5, Stealth +5","speed":"40 ft.","hit_points":"60 (11d8+11)","armor_class":"16","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Deflect Missile.*** In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. ***Unarmored Defense.*** While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.","actions":"***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage. ***Multiattack.*** The adept makes three unarmed strikes or three dart attacks. ***Unarmed Strike.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: * The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). * The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. * The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept's next turn."} {"creature_name":"Marut","creature_source":"Mordenkainens Tome Of Foes","STR":"28 (+9)","DEX":"12 (+1)","CON":"26 (+8)","INT":"19 (+4)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"construct (inevitable)","creature_alignment":"lawful neutral","creature_xp":75000,"creature_cr":25,"languages":"all but rarely speaks","skills":"Insight +10, Intimidation +12, Perception +10","speed":"40 ft., fly 30 ft. (hover)","hit_points":"432 (32d10 + 256)","armor_class":"22 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"INT +12, WIS +10, CHA +12","damage_immunities":"poison","damage_resistances":"thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned, unconscious","abilities":"***Immutable Form.*** The marut is immune to any spell or effect that would alter its form. ***Innate Spellcasting.*** The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. * At will plane shift <\/i>(self only) ***Legendary Resistance (3/Day).*** If the marut fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The marut has advantage on saving throws against spells and other magical effects.","actions":"***Blazing Edict (Recharge 5-6)*** Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. ***Justify*** The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action again until it finishes a short or long rest. ***Multiattack*** The marut makes two slam attacks. ***Unerring Slam*** Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller."} {"creature_name":"Mask Wight","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"18 (+4)","CON":"24 (+7)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"common, giant, infernal","skills":"","speed":"40 ft.","hit_points":"207 (18d8 + 126)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., truesight 30 ft., passive perception 13","saving_throws":"STR +11, DEX +9, CON +12, INT +7, WIS +8, CHA +9","damage_immunities":"necrotic, poison","damage_resistances":"acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"radiant","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious","abilities":"***Innate Spellcasting.*** The wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components At will alter self 1/day each counterspell, dispel magic, enlarge/reduce, spider climb, tongues 1/week gate ***Single-minded Purpose.*** The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself.","actions":"***Enervating Spiked Gauntlet.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest. ***Khopesh of Oblivion.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight. ***Multiattack.*** The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack. ***Wail of the Forgotten (Recharge 6).*** The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated.the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death."} {"creature_name":"Master Thief","creature_source":"Volos Guide","STR":"11 (0)","DEX":"18 (+4)","CON":"14 (+2)","INT":"11 (0)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"any one language (usually common) plus thieves' cant","skills":"Acrobatics +7, Athletics +3, Perception +3, Sleight Of Hand +7, Stealth +7","speed":"30 ft.","hit_points":"84 (13d8+26)","armor_class":"16 (studded leather armor)","senses":"","saving_throws":"DEX +7, INT +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. ***Evasion.*** If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Sneak Attack (1/Turn).*** The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll. ***Uncanny Dodge.*** The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.","actions":"***Light Crossbow.*** Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage. ***Multiattack.*** The thief makes three attacks with its shortsword. ***Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Mastiff","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"Perception +3","speed":"40 ft.","hit_points":"5 (1d8+1)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone."} {"creature_name":"Mastodon","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"10 (+0)","CON":"24 (+7)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"","speed":"40 ft.","hit_points":"270 (20d12 + 140)","armor_class":"15 (natural armor)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The mastodon has advantage on Wisdom (Perception) checks that rely on smell. ***Trampling Charge.*** If the mastodon moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, that creature must succeed on a DC 19 Strength check or be knocked prone. If the target is prone, the mastodon can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. ***Stomp.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 48 (6d12 + 9) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the mammoth's next turn."} {"creature_name":"Maurezhi","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"17 (+3)","CON":"12 (+1)","INT":"11 (0)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"abyssal, elvish, telepathy 120 ft.","skills":"Deception +5","speed":"30 ft.","hit_points":"88 (16d8 + 16)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Assume Form.*** The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. ***Magic Resistance.*** The maurezhi has advantage on saving throws against spells and other magical effects.","actions":"***Bite*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. ***Claws*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution 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. ***Multiattack*** The maurezhi makes two attacks: one with its bite and one with its claws. ***Raise Ghoul (Recharge 5-6)*** The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points."} {"creature_name":"Mavka","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"15 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"common, infernal, sylvan","skills":"Athletics +9, Nature +5, Perception +5","speed":"30 ft.","hit_points":"170 (20d8 + 80)","armor_class":"17 (natural armor)","senses":"darkvision 90 ft., passive perception 15","saving_throws":"STR +9, DEX +6, CON +8, CHA +8","damage_immunities":"cold, lightning","damage_resistances":"acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components Constant protection from evil and good At will create or destroy water, dancing lights, ray of frost, resistance, witch bolt 3/day each darkness, hold person, inflict wounds, invisibility, silence 1/day each animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch ***Nightmare Mount.*** A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95***Sunlight Hypersensitivity.*** The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.","actions":"***Multiattack.*** The mavka makes two slam attacks. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage."} {"creature_name":"Maw Demon","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"8 (-1)","CON":"13 (+1)","INT":"5 (-3)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands abyssal but can't speak","skills":"","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Rampage.*** When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage."} {"creature_name":"Mbielu","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3","speed":"30 ft., swim 20 ft.","hit_points":"95 (10d12 + 30)","armor_class":"15 (natural armor)","senses":", passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rollover.*** If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage. ***Toxic Skin.*** A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws.","actions":"***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."} {"creature_name":"Meazel","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"17 (+3)","CON":"9 (0)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (meazel)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Perception +3, Stealth +5","speed":"30 ft.","hit_points":"35 (10d8 - 10)","armor_class":"13","senses":"darkvision 120 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shadow Stealth.*** While in dim light or darkness, the meazel can take the Hide action as a bonus action.","actions":"***Garrote*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. ***Shadow Teleport (Recharge 5-6)*** The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. ***Shortsword*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage."} {"creature_name":"Mechuiti, Demon Lord Of Apes","creature_source":"Tome Of Beasts","STR":"29 (+9)","DEX":"19 (+4)","CON":"27 (+8)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"22 (+6)","creature_size":"gargantuan","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":105000,"creature_cr":27,"languages":"celestial, common, draconic, infernal, primordial, telepathy 300 ft.","skills":"Arcana +12, Insight +12, Intimidate +14, Perception +12, Religion +12","speed":"60 ft., climb 60 ft.","hit_points":"370 (20d20 + 160)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"STR +17, DEX + 12, WIS +12","damage_immunities":"acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed, frightened, poisoned, stunned","abilities":"***Burn from Inside.*** Mechuiti targets a creature within 120 feet that has Mechuiti's Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach. ***Diseased Ichor.*** Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Fiery Corona (Costs 2 Actions).*** Mechuiti uses Immolating Corona. ***Innate Spellcasting.*** Mechuiti's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components At will dispel magic, fireball, hold monster, wall of fire 3/day each fire storm, power word stun 1/day each meteor swarm, power word kill ***Legendary Resistance (4/Day).*** If Mechuiti fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Mechuiti has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Mechuiti's weapon attacks are magical. ***Mechuiti 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. Mechuiti regains spent legendary actions at the start of its turn. ***Mechuiti's Lair.*** On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can't use the same effect two rounds in a row. - Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target's feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage. - The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round. - Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated. - The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. ***Move.*** Mechuiti moves up to half its speed, using any move it wishes. ***Regional Effects.*** The region containing Mechuiti's lair is warped by its presence, which creates one or more of the following effects. - Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano's cone. - When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti's cult. - Water within 1 mile of the lair carries Mechuiti's Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. When Mechuiti dies, all these regional effects fade immediately. ***Speak with Apes.*** Mechuiti can communicate simple concepts to apes. ***Spell (Costs 2 Actions).*** Mechuiti casts a spell.","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage. ***Claw.*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice. ***Frightful Presence.*** Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours. ***Immolating Breath (Recharge 5-6).*** Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. ***Immolating Corona.*** Mechuiti's fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet. ***Multiattack.*** Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks."} {"creature_name":"Medium Acid Elemental","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"16 (+3)","CON":"19 (+4)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"68 (8d8 + 32)","armor_class":"13","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 15 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. ***Vulnerability to Water.*** For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Medium Fire Crab","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"10 (+0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"2 (-4)","creature_size":"medium","creature_type":"elemental","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"understands ignan but can't speak","skills":"Athletics +7","speed":"30 ft., swim 30 ft.","hit_points":"75 (10d8 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 12","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"charmed","abilities":"***Heated Body.*** A creature that touches the fire crab or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. If both claw attacks hit in the same turn and the target is Large size or smaller, the target is grappled (escape DC 15). While grappled, the target is restrained and takes 7 (2d6) fire damage at the start of its turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. ***Constrict.*** If a target is grappled, the medium fire crab squeezes it and the target takes 8 (1d8 + 4) bludgeoning damage and 7 (2d6) fire damage. ***Multiattack.*** The medium fire crab makes two claw attacks"} {"creature_name":"Medium Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"17 (+3)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"75 (10d8 + 30)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 9 (1d6 + 6). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +6 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet. ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 14 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 19 (3d10 + 3) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 14 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 100 pounds that are within 20 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 14 Dexterity saving throw, taking 12 (2d8 + 3) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 20 feet of the elemental must succeed on a DC 14 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (2/day).*** The gravity elemental greatly increases local gravity within a 20-foot radius of itself. All creatures, other than the elemental, within that area make a DC 14 Constitution saving throw, taking 30 (5d10 + 3) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Medium Lightning Elemental","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"20 (+5)","CON":"16 (+3)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"auran","skills":"","speed":"0 ft., fly 50 ft.","hit_points":"67 (9d8 + 27)","armor_class":"15","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Lightning.*** A creature that touches the lightning elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. ***Water Susceptibility.*** For every 5 feet that the lightning elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.","actions":"***Globe Lightning (1/Short or Long Rest).*** The lightning elemental discharges 3 globes of electricity that hover in its space for 1 minute. Whenever a creature enters or starts its turn within 5 feet of the elemental, one of the globes discharges. The target must make a DC 15 Dexterity saving throw, taking 9 (1d8 + 5) lightning damage on a failed saving throw, or half as much damage on a successful one. As each globe discharges, it disappears. ***Lightning Bolt.*** Ranged Spell Attack: +8 to hit, range 20/60 ft., one target. Hit: 36 (7d8 + 5) lightning damage. ***Multiattack.*** The lightning elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) lightning damage."} {"creature_name":"Medium Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"8 (-1)","CON":"20 (+5)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"66 (7d8 + 35)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 17 (5d6) slashing damage and 17 (5d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Medusa","creature_source":"Monster Manual","STR":"10 (0)","DEX":"15 (+2)","CON":"16 (+3)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","speed":"30 ft.","hit_points":"127 (17d8+51)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Petrifying Gaze.*** When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.","actions":"***Longbow.*** Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. ***Multiattack.*** The medusa makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Snake Hair.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage."} {"creature_name":"Meenlock","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"telepathy 120 ft.","skills":"Perception +4, Stealth +6, Survival +2","speed":"30 ft.","hit_points":"31 (7d6+7)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Fear Aura.*** Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. ***Light Sensitivity.*** While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Shadow Teleport (Recharge 5-6).*** As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution 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."} {"creature_name":"Mehrim (Goat Demon)","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"14 (+2)","CON":"10 (+0)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"abyssal","skills":"Perception +5","speed":"40 ft.","hit_points":"31 (7d8)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The demon's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast each of the following spells, requiring no material components * At will darkness, protection from evil and good, see invisibility<\/i> * 1/day each dispel evil and good, dispel magic<\/i> ***Keen Smell.*** The demon has advantage on Wisdom (Perception) checks that rely on smell. ***Magic Resistance.*** The demon has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The demon's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Hooves.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. ***Multiattack***. The mehrim demon makes three attacks: one with its bite and two with its hooves."} {"creature_name":"Merfolk","creature_source":"Monster Manual","STR":"10 (0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"11 (0)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (merfolk)","creature_alignment":"neutral","creature_xp":25,"creature_cr":0.125,"languages":"aquan, common","skills":"Perception +2","speed":"10 ft., swim 40 ft.","hit_points":"11 (2d8+2)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The merfolk can breathe air and water.","actions":"***Spear.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Merregon","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"understands infernal but can't speak, telepathy 120 ft.","skills":"","speed":"30 ft.","hit_points":"45 (6d8 + 18)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"frightened, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the merregon's darkvision. ***Magic Resistance.*** The merregon has advantage on saving throws against spells and other magical effects.","actions":"***Halberd*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. ***Heavy Crossbow*** Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ***Multiattack*** The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks."} {"creature_name":"Merrenoloth","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"17 (+3)","CON":"10 (0)","INT":"17 (+3)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"History +5, Nature +5, Perception +4, Survival +4","speed":"30 ft., swim 40 ft.","hit_points":"40 (9d8)","armor_class":"13","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 14","saving_throws":"DEX +5, INT +5","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components * At will charm person, darkness, detect magic, dispel magic, gust of wind<\/i> * 3/day control water<\/i> * 1/day control weather<\/i> ***Magic Resistance.*** The merrenoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The merrenoloth's weapon attacks are magical. ***Teleport.*** As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","actions":"***Fear Gaze*** The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack*** The merrenoloth uses Fear Gaze once and makes one oar attack. ***Oar*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."} {"creature_name":"Merrow","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"10 (0)","CON":"15 (+2)","INT":"8 (-1)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, aquan","skills":"","speed":"10 ft., swim 40 ft.","hit_points":"45 (6d10+12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The merrow can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ***Harpoon.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. ***Multiattack.*** The merrow makes two attacks: one with its bite and one with its claws or harpoon."} {"creature_name":"Merrow Shallowpriest","creature_source":"Explorers Guide To Wildemount","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"11 (+0)","WIS":"16 (+3)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, aquan","skills":"","speed":"10 ft., swim 40 ft.","hit_points":"75 (10d10 + 20)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The merrow can breathe air and water. ***Spellcasting.*** The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared * Cantrips (at will) druidcraft, minor illusion, shocking grasp<\/i> * 1st level (4 slots) cure wounds, fog cloud, thunderwave<\/i> * 2nd level (3 slots) hold person, mirror image, misty step<\/i> * 3rd level (3 slots) dispel magic, lightning bolt, sleet storm<\/i>","actions":"***Harpoon.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer."} {"creature_name":"Metallic Ooze","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"5 (-3)","CON":"19 (+4)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Stealth +3","speed":"20 ft., climb 10 ft.","hit_points":"95 (10d10 + 40)","armor_class":"9 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 8","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***False Appearance.*** The metallic ooze is indistinguishable from a pile of coins as long as it remains motionless. ***Irritating Fumes.*** If a metallic ooze takes fire damage, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of it. All creatures other than undead or constructs within the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) acid damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind. ***Spider Climb.*** The metallic ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour."} {"creature_name":"Mezzoloth","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"11 (0)","CON":"16 (+3)","INT":"7 (-2)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Perception +3","speed":"40 ft.","hit_points":"75 (10d8+30)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components * 2/day each darkness, dispel magic<\/i> * 1/day cloudkill<\/i> ***Magic Resistance.*** The mezzoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The mezzoloth's weapon attacks are magical.","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ***Multiattack.*** The mezzoloth makes two attacks: one with its claws and one with its trident. ***Teleport.*** The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ***Trident.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack. ***Variant: Summon Yugoloth (1/Day).*** The yugoloth attempts a magical summoning. A mezzoloth has a 30 percent chance of summoning one mezzoloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it."} {"creature_name":"Mi-Go","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"19 (+4)","CON":"21 (+5)","INT":"25 (+7)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, mi-go, void speech","skills":"Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7","speed":"30 ft., fly 60 ft.","hit_points":"76 (8d8 + 40)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 240 ft., passive perception 15","saving_throws":"STR +6, CON +8, CHA +4","damage_immunities":"","damage_resistances":"radiant, cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Astral Travelers.*** Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right. ***Disquieting Technology.*** The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi.go item. ***Sneak Attack (1/Turn).*** The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll. ***Spore Release.*** When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage. ***Multiattack.*** The mi-go makes two attacks with its claws."} {"creature_name":"Millitaur","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Acrobatics +4","speed":"40 ft., burrow 20 ft., climb 30 ft.","hit_points":"85 (10d10 + 30)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., tremorsense 30 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"poison; bludgeoning and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"prone","actions":"***Handaxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage. ***Multiattack.*** The millitaur makes two handaxe attacks."} {"creature_name":"Mimi","creature_source":"Tome Of Horrors","STR":"4 (-3)","DEX":"19 (+4)","CON":"14 (+2)","INT":"15 (+2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral good","creature_xp":450,"creature_cr":2,"languages":"common, sylvan","skills":"Perception +3, Stealth +6 (+8 In Snowy Terrain)","speed":"10 ft., fly 50 ft.","hit_points":"9 (2d4 + 4)","armor_class":"14","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Group Casting (1/day).*** A group of three or more mimis together can use freezing sphere<\/i>. ***Innate Spellcasting.*** The mimi's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will invisibility, ray of frost<\/i> * 2/day frost fingers<\/i> (as burning hands<\/i>, but cold damage) * 1/day cone of cold<\/i> ***Magic Resistance.*** The mimi has advantage on saving throws against spells and other magic effects.","actions":"***Lower Temperature.*** The mimi lowers the temperature in an area within 30 feet of it that is no larger than a 15-foot cube. Creatures who enter or begin their turn within the area must succeed on a DC 12 Constitution saving throw or take 11 (2d8 + 2) cold damage. If a creature takes cold damage, it has disadvantage on all attack rolls and ability checks for 1 minute. ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Mimic","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"15 (+2)","INT":"5 (-3)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity (shapechanger)","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"","skills":"Stealth +5","speed":"15 ft.","hit_points":"58 (9d8+18)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Adhesive (Object Form Only).*** The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. ***False Appearance (Object Form Only).*** While the mimic remains motionless, it is indistinguishable from an ordinary object. ***Grappler.*** The mimic has advantage on attack rolls against any creature grappled by it. ***Shapechanger.*** The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. ***Pseudopod.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."} {"creature_name":"Mind Flayer","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"15 (breastplate)","senses":"darkvision 120 ft.","saving_throws":"INT +7, WIS +6, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components * At will detect thoughts, levitate<\/i> * 1/day each dominate monster, plane shift <\/i>(self only) ***Magic Resistance.*** The mind flayer has advantage on saving throws against spells and other magical effects.","actions":"***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. ***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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. ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Mind Flayer Arcanist","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"15 (breastplate)","senses":"darkvision 120 ft.","saving_throws":"INT +7, WIS +6, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components * At will detect thoughts, levitate<\/i> * 1/day each dominate monster, plane shift <\/i>(self only) ***Magic Resistance.*** The mind flayer has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared * Cantrips (at will) blade ward, dancing lights, mage hand, shocking grasp<\/i> * 1st level (4 slots) detect magic, disguise self, shield, sleep<\/i> * 2nd level (3 slots) blur, invisibility, ray of enfeeblement<\/i> * 3rd level (3 slots) clairvoyance, lightning bolt, sending<\/i> * 4th level (3 slots) confusion, hallucinatory terrain<\/i> * 5th level (2 slots) telekinesis, wall of force<\/i>","actions":"***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. ***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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. ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Mind Flayer Psion","creature_source":"Volos Guide","STR":"11 (0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"15 (breastplate)","senses":"darkvision 120 ft.","saving_throws":"INT +7, WIS +6, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting (Psionics).*** The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components * At will guidance, mage hand, vicious mockery, true strike<\/i> * 1st level (4 slots) charm person, command, comprehend languages, sanctuary<\/i> * 2nd level (3 slots) crown of madness, phantasmal force, see invisibility<\/i> * 3rd level (3 slots) clairvoyance, fear, meld into stone<\/i> * 4th level (3 slots) confusion, stone shape<\/i> * 5th level (2 slots) scrying, telekinesis<\/i> ***Magic Resistance.*** The mind flayer has advantage on saving throws against spells and other magical effects.","actions":"***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. ***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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. ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Mindrot Thrall","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"14 (+2)","CON":"17 (+3)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"understands common but cannot speak","skills":"","speed":"30 ft.","hit_points":"82 (11d8 + 33)","armor_class":"15 (natural armor)","senses":"tremorsense 30 ft., passive perception 12","saving_throws":"CON +5","damage_immunities":"acid, poison","damage_resistances":"bludgeoning and piercing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Fungal Aura.*** A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores.","actions":"***Acid Breath (Recharge 4-6).*** The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Mindrot Spores.*** Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration<\/i> spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed. ***Multiattack.*** The mindrot thrall makes two claw attacks."} {"creature_name":"Mindwitness","creature_source":"Volos Guide","STR":"10 (0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"deep speech, undercommon, telepathy 600 ft.","skills":"Perception +8","speed":"0 ft., fly 20 ft. (hover)","hit_points":"75 (10d10+20)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Telepathic Hub.*** When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage. ***Eye Rays.*** Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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. 2. Fear Ray: The targeted creature must succeed on a DC 13 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. 3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. 4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. 6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. ***Multiattack.*** The mindwitness makes two attacks: one with its tentacles and one with its bite. ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Minotaur","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"11 (0)","CON":"16 (+3)","INT":"6 (-2)","WIS":"16 (+3)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"abyssal","skills":"Perception +7","speed":"40 ft.","hit_points":"76 (9d10+27)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone. ***Labyrinthine Recall.*** The minotaur can perfectly recall any path it has traveled. ***Reckless.*** At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Greataxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage."} {"creature_name":"Minotaur Skeleton","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"11 (0)","CON":"15 (+2)","INT":"6 (-2)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"understands abyssal but can't speak","skills":"","speed":"40 ft.","hit_points":"67 (9d10+18)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"exhaustion, poisoned","abilities":"***Charge.*** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Greataxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage."} {"creature_name":"Mirager","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, sylvan","skills":"Deception +7, Performance +9, Perception +4","speed":"30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"13","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Enthralling Mirage.*** When the mirager casts hallucinatory terrain<\/i>, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall<\/i> spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on itself instead of the hallucinatory terrain<\/i>. Creatures affected by the enthrall<\/i> effect automatically fail saving throws to disbelieve the hallucinatory terrain<\/i>. This effect ends if the hallucinatory terrain<\/i> is dispelled. ***Innate Spellcasting.*** The mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components * 3/day charm person<\/i> * 1/day each hallucinatory terrain, suggestion<\/i> ***Shapechanger.*** The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only).*** The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours. ***Multiattack..*** The mirager makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ***Thirst Kiss.*** Melee Weapon Attack: reach 5 ft., one charmed, grappled, or incapacitated target. The mirager feeds on the body moisture of creatures it lures into kissing it. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism<\/i> spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check."} {"creature_name":"Miraj Vizann","creature_source":"Elemental Evil","STR":"12 (+1)","DEX":"10 (0)","CON":"17 (+3)","INT":"13 (+1)","WIS":"11 (0)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (earth genasi)","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"common, primordial","skills":"Arcana +4, Deception +7","speed":"30 ft.","hit_points":"82 (11d8+33)","armor_class":"10 (13 with mage armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Earth Walk.*** Moving through difficult terrain made of earth or stone costs Miraj no extra movement. ***Innate Spellcasting.*** Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components * 1/day pass without trace<\/i> ***Spellcasting.*** Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells * Cantrips (at will) acid splash, blade ward, friends, light, message, mold earth<\/i> * 1st level (4 slots) chromatic orb, mage armor, magic missile<\/i> * 2nd level (3 slots) Maximilian's earthen grasp, shatter, suggestion<\/i> * 3rd level (3 slots) counterspell, erupting earth<\/i> * 4th level (3 slots) polymorph, stoneskin<\/i> * 5th level (2 slots) wall of stone<\/i> * 6th level (1 slot) move earth<\/i>","actions":"***Staff.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands."} {"creature_name":"Miremal","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"sylvan, umbral","skills":"Perception +3, Stealth +5, Survival +3","speed":"30 ft., swim 30 ft.","hit_points":"22 (5d6 + 5)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The miremal can breathe air and water. ***Muddled Escape (1/Day).*** If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point. ***Savage Move.*** If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack. ***Swamp Camouflage.*** The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Bog Spew (Recharge 5-6).*** The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The miremal makes two attacks, one of which must be a claw attack."} {"creature_name":"Miros Xelbrin","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"10 (0)","CON":"15 (+2)","INT":"11 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (damaran human)","creature_alignment":"neutral good","creature_xp":10,"creature_cr":0,"languages":"common","skills":"Intimidation +4, Perception +3","speed":"30 ft.","hit_points":"22 (4d8+4)","armor_class":"10","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Innkeeper Miros is a retired carnival attraction, dubbed \"the Yeti\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. **Ideal ** \"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\" **Bond ** \"Make fun of me all you like, but don't speak ill of my inn or my employees.\" **Flaw ** \"When something upsets me, I have a tendency to fly into a rage.\"","actions":"***Bear Hug.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature. ***Club.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+1) bludgeoning damage ***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Miros carries ten crossbow bolts."} {"creature_name":"Mirror Hag","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"16 (+3)","CON":"22 (+6)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"","speed":"30 ft., fly 10 ft.","hit_points":"168 (16d8 + 96)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"thunder","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Confounding Ugliness.*** When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components At will disguise self, inflict wounds (4d10), message, ray of enfeeblement 1/day each detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport ***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target. ***Multiattack.*** A mirror hag can use its Reconfiguring Curse and make one melee attack. ***Quarterstaff.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ***Reconfiguring Curse.*** The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."} {"creature_name":"Mist Dragon Wyrmling","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"auran, aquan, common, draconic, ignan","skills":"Perception +7, Stealth +4, Survival +4","speed":"30 ft., fly 60 ft., swim 30 ft.","hit_points":"67 (9d8 + 27)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 17","saving_throws":"DEX +4, CON +6, WIS +4, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The mist dragon can breathe both water and air.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. ***Breath Weapon (Recharge 5-6).*** The mist dragon uses one of the following breath weapons. 1. Obscuring Mist.<\/i> The dragon exhales a murky opaque mist in a 15-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). 2. Scalding Mist.<\/i> The dragon exhales a fiery blast of lingering mist in a 15- foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 14 Constitution saving throw, taking 24 (7d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage."} {"creature_name":"Mngwa","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"17 (+3)","CON":"15 (+2)","INT":"11 (+0)","WIS":"17 (+3)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, sylvan, can speak with felines","skills":"Perception +5, Stealth +7","speed":"40 ft.","hit_points":"91 (14d8 + 28)","armor_class":"16","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ethereal Coat.*** The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation. ***Feline Empathy.*** The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines. ***Keen Smell.*** The mngwa has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Running Leap.*** With a 10-foot running start, the mngwa can long jump up to 25 feet.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Multiattack.*** The mngwa makes one bite attack and two claw attacks."} {"creature_name":"Mobat","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"16 (+3)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +3","speed":"20 ft., fly 40 ft.","hit_points":"51 (6d10 + 18)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation.*** The mobat can't use its blindsight while deafened. ***Flyby.*** The mobat doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Keen Hearing.*** The mobat has advantage on Wisdom (Perception) checks that rely on hearing.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. ***Stunning Screech (Recharge 5-6).*** The mobat emits a piercing screech. All creatures within 30 feet of it that can hear it must make a DC 12 Constitution saving throw or be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Mohrg","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"11 (+0)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"","speed":"30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"12","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned","abilities":"***Create Spawn.*** Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg's next turn. If this occurs, the mohrg regains 10 hit points, and the morhg can immediately make one slam attack as a reaction.","actions":"***Multiattack.*** The mohrg makes two slam attacks and one attack with its tongue. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled and restrained (escape DC15), and the morhg can't grapple another creature or use its slam attack. ***Tongue.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."} {"creature_name":"Moloch","creature_source":"Mordenkainens Tome Of Foes","STR":"26 (+8)","DEX":"19 (+4)","CON":"22 (+6)","INT":"21 (+5)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":33000,"creature_cr":21,"languages":"all, telepathy 120 ft.","skills":"Deception +13, Intimidation +13, Perception +11","speed":"30 ft.","hit_points":"253 (22d10 + 132)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft., passive perception 21","saving_throws":"DEX +11, CON +13, WIS +11, CHA +13","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Innate Spellcasting.*** Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing his appearance), animate dead, burning hands <\/i>(as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire<\/i> * 1/day each flame strike, symbol <\/i>(stunning only) ***Legendary Resistance (3/Day).*** If Moloch fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Moloch has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Moloch's weapon attacks are magical. ***Regeneration.*** Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. ***Stinking Cloud*** Moloch casts stinking cloud. Moloch 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. Moloch regains spent legendary actions at the start of his turn. ***Teleport*** Moloch uses his Teleport action. ***Whip*** Moloch makes one attack with his whip.","actions":"***Bite*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. ***Breath of Despair (Recharge 5-6)*** Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. ***Claw*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ***Many-Tailed Whip*** Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. ***Multiattack*** Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. ***Teleport*** Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."} {"creature_name":"Molydeus","creature_source":"Mordenkainens Tome Of Foes","STR":"28 (+9)","DEX":"22 (+6)","CON":"25 (+7)","INT":"21 (+5)","WIS":"24 (+7)","CHA":"24 (+7)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":33000,"creature_cr":21,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +21","speed":"40 ft.","hit_points":"216 (16d12 + 112)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 31","saving_throws":"STR +16, CON +14, WIS +14, CHA +14","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, stunned","abilities":"***Attack*** The molydeus makes one attack, either with its demonic weapon or with its snakebite. ***Cast a Spell*** The molydeus casts one spell from its Innate Spellcasting trait. ***Innate Spellcasting.*** The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components * At will dispel magic, polymorph, telekinesis, teleport<\/i> * 3/day lightning bolt<\/i> * 1/day imprisonment<\/i> ***Legendary Resistance (3/Day).*** If the molydeus fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The molydeus has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The molydeus's weapon attacks are magical. ***Move*** The molydeus moves without provoking opportunity attacks. The molydeus 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 molydeus regains spent legendary actions at the start of its turn.","actions":"***Demonic Weapon*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ***Multiattack*** The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ***Snakebite*** Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ***Wolf Bite*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage."} {"creature_name":"Molydeus (variant)","creature_source":"Mordenkainens Tome Of Foes","STR":"28 (+9)","DEX":"22 (+6)","CON":"25 (+7)","INT":"21 (+5)","WIS":"24 (+7)","CHA":"24 (+7)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":33000,"creature_cr":21,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +21","speed":"40 ft.","hit_points":"216 (16d12 + 112)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 31","saving_throws":"STR +16, CON +14, WIS +14, CHA +14","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, stunned","abilities":"***Attack*** The molydeus makes one attack, either with its demonic weapon or with its snakebite. ***Cast a Spell*** The molydeus casts one spell from its Innate Spellcasting trait. ***Innate Spellcasting.*** The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components * At will dispel magic, polymorph, telekinesis, teleport<\/i> * 3/day lightning bolt<\/i> * 1/day imprisonment<\/i> ***Legendary Resistance (3/Day).*** If the molydeus fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The molydeus has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The molydeus's weapon attacks are magical. ***Move*** The molydeus moves without provoking opportunity attacks. The molydeus 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 molydeus regains spent legendary actions at the start of its turn.","actions":"***Demonic Weapon*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ***Multiattack*** The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ***Snakebite*** Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ***Summon Demon (1/Day)*** As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. ***Wolf Bite*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage."} {"creature_name":"Mongrelfolk","creature_source":"Curse Of Strahd","STR":"12 (+1)","DEX":"9 (-1)","CON":"15 (+2)","INT":"9 (-1)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (mongrelfolk)","creature_alignment":"any alignment","creature_xp":50,"creature_cr":0.25,"languages":"common","skills":"Deception +2, Perception +2, Stealth +3","speed":"20 ft.","hit_points":"26 (4d8+8)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"* ***1-3*** - Amphibious The mongrelfolk can breathe air and water. * ***10*** - Flight The mongrelfolk has leathery wings and a flying speed of 40 feet. * ***11-15*** - Keen Hearing and Smell The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. * ***16-17*** - Spider Climb The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. * ***18-19*** - Standing Leap The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start. * ***20*** - Two-Headed The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. * ***4-9*** - Darkvision The mongrelfolk has darkvision out to a range of 60 feet. ***Extraordinary Feature.*** The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM ***Mimicry.*** The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. ***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. ***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. ***Multiattack.*** The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger."} {"creature_name":"Monodrone","creature_source":"Monster Manual","STR":"10 (0)","DEX":"13 (+1)","CON":"12 (+1)","INT":"4 (-3)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"construct","creature_alignment":"construct","creature_xp":25,"creature_cr":0.125,"languages":"modron","skills":"","speed":"30 ft., fly 30 ft.","hit_points":"5 (1d8+1)","armor_class":"15 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Axiomatic Mind.*** The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. ***Disintegration.*** If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.","actions":"***Dagger.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Javelin.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6) piercing damage."} {"creature_name":"Monolith Champion","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"elvish, umbral","skills":"","speed":"40 ft.","hit_points":"102 (12d10 + 36)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Blatant Dismissal.*** While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function. ***Fey Flame.*** The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.","actions":"***Greatsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage. ***Multiattack.*** The champion makes two greatsword attacks or two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage."} {"creature_name":"Monolith Footman","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"12 (+1)","CON":"14 (+2)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"elvish, umbral","skills":"","speed":"40 ft.","hit_points":"60 (8d10 + 16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Blatant Dismissal.*** While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function. ***Fey Flame.*** The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs. ***Simple Construction.*** Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit.","actions":"***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage. ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage."} {"creature_name":"Moonlit King","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"20 (+5)","CON":"18 (+4)","INT":"20 (+5)","WIS":"18 (+4)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral good","creature_xp":18000,"creature_cr":17,"languages":"abyssal, celestial, common, draconic, elvish, infernal, umbral; telepathy 100 ft.","skills":"Arcana +11, Perception +10","speed":"50 ft.","hit_points":"170 (20d8 + 80)","armor_class":"17 (half plate)","senses":"blindsight 30 ft., darkvision 120 ft., passive perception 20","saving_throws":"CON +10, WIS +10, CHA +11","damage_immunities":"cold, fire, poison","damage_resistances":"acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron.","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Aura of Madness (2 actions).*** While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King's next turn. ***Control Moonlight.*** As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet. ***Innate Spellcasting.*** The Moonlit King's innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components. At will continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth 3/day each blight, dispel evil and good, dispel magic 1/day each demiplane, heal ***Legendary Resistance (3/day).*** If the Moonlit King fails a saving throw, he can choose to succeed instead. ***Lightwalking.*** The Moonlit King teleports from one area of moonlight to another within 100 feet. ***Magic Weapons.*** The Moonlit King's weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below). ***Moonlit King's Lair.*** On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can't use the same effect two rounds in a row - The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies. - The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round. - The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round. ***Regional Effects.*** The region containing the Moonlit King's lair is warped by the fey lord's magic, which creates one or more of the following effects - Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair. - The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair. - Weather conditions don't inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow. If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Shadow Slip.*** The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage. ***Staff.*** The Moonlit King makes a crystal staff attack. ***The Moonlit 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 Moonlit King regains spent legendary actions at the start of his turn.","actions":"***Crystal Staff.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. ***Fearful Shadows (Recharge 5-6).*** The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest. ***Moon Bolt.*** Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King's next turn. ***Multiattack.*** The Moonlit King makes three attacks with either his crystal staff or his moon bolt. ***Summon Devil (1/Day).*** The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Moorbounder","creature_source":"Explorers Guide To Wildemount","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"70 ft.","hit_points":"30 (4d10 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Standing Leap.*** The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage."} {"creature_name":"Mordant Snare","creature_source":"Tome Of Beasts","STR":"23 (+6)","DEX":"16 (+3)","CON":"22 (+6)","INT":"15 (+2)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"gargantuan","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"common, primordial","skills":"Deception +8","speed":"10 ft., burrow 20 ft.","hit_points":"264 (16d20 + 96)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 12","saving_throws":"","damage_immunities":"acid","damage_resistances":"bludgeoning from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Absorb Channeled Energy.*** If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60. ***Buried.*** Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible. ***Magic Resistance.*** The mordant snare has advantage on saving throws against spells and other magical effects. ***Mordant Puppets.*** A mordant snare can control up to four bodies per tentacle. These \"puppets\" look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage.","actions":"***Filaments.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained. ***Multiattack.*** The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn. ***Spike.*** Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. ***Tentacle.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage."} {"creature_name":"Mordnaissant","creature_source":"Tome Of Horrors","STR":"3 (-4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +5","speed":"5 ft., fly 50 ft.","hit_points":"67 (15d4 + 30)","armor_class":"15","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, unconscious","abilities":"***Death Curse.*** If a mordnaissant dies, it releases a death curse on all creatures within 30 feet of it. Those creatures must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature cannot regain hit points from spending hit dice and it has disadvantage on all saving throws for 24 hours. A remove curse or greater magic is necessary to end this curse early. ***Shield of Agony.*** The mordnaissant's Armor Class includes its Charisma modifier.","actions":"***Lash of Fury.*** Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 24 (5d8 + 2) necrotic damage and the target must make a DC 14 Constitution saving throw or lose 1d4 points of Intelligence. The target becomes incapacitated if this reduces its Intelligence to 0. The reduction lasts until the target finishes a long rest. ***Pain Wail.*** The mordnaissant releases a wail. Creatures within 20 feet that can hear the mordnaissant must make a DC 14 Wisdom saving throw. On a failed saving throw, the target is stunned until the end of its next turn."} {"creature_name":"Morkoth","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"20 (+5)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"telepathy 120 ft.","skills":"Arcana +9, History +9, Perception +10, Stealth +6","speed":"25 ft., swim 50 ft.","hit_points":"130 (20d8+40)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +6, INT +9, WIS +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The morkoth can breathe air and water. ***Spell Reflection.*** If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. ***Spellcasting.*** The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared * Cantrips (at will) acid splash, mage hand, mending, ray of frost, shocking grasp<\/i> * 1st level (4 slots) detect magic, identify, shield, witch bolt<\/i> * 2nd level (3 slots) darkness, detect thoughts, shatter<\/i> * 3rd level (3 slots) dispel magic, lightning bolt, sending<\/i> * 4th level (3 slots) dimension door, Evard's black tentacles<\/i> * 5th level (3 slots) geas, scrying<\/i> * 6th level (1 slot) chain lightning<\/i>","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage. ***Hypnosis.*** The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. ***Multiattack.*** The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. ***Tentacles.*** Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target."} {"creature_name":"Mormesk the Wraith","creature_source":"Lost Mine Of Phandelver","STR":"6 (-2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, infernal","skills":"","speed":"0 ft., fly 60 ft.","hit_points":"45 (6d8+18)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The wraith can move through an object or another creature, but can't stop there. ***Sunlight Sensitivity.*** While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","actions":"***Life Drain.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest."} {"creature_name":"Morphoi","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"16 (+3)","CON":"13 (+1)","INT":"14 (+2)","WIS":"10 (+0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"plant","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"33 (6d8 + 6)","armor_class":"13 (may be higher with armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The morphoi can breathe air and water. ***Immunity to Temporal Effects.*** The morphoi is immune to all time-related spells and effects. ***Shapeshifter.*** The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies.","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Trident.*** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown."} {"creature_name":"Moss Lurker","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"12 (+1)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"giant, sylvan, trollkin","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"45 (10d6 + 10)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., passive perception 12","saving_throws":"STR +4, DEX +4","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blind, poisoned","abilities":"***Camouflage.*** A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain. ***Keen Hearing and Smell.*** The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Love of Heavy Weapons.*** While moss lurkers can use heavy weapons, they have disadvantage while wielding them. ***Poisoned Gifts.*** A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ***Dropped Boulder.*** Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage. ***Great Sword or Maul.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage. ***Mushroom-Poisoned Javelin.*** Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning."} {"creature_name":"Mouth of Grolantor","creature_source":"Volos Guide","STR":"21 (+5)","DEX":"10 (0)","CON":"18 (+4)","INT":"5 (-3)","WIS":"7 (-2)","CHA":"5 (-3)","creature_size":"huge","creature_type":"giant (hill giant)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"giant","skills":"Perception +1","speed":"50 ft.","hit_points":"105 (10d12+40)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"* ***1-3.*** The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. * ***4-5.*** The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. * ***6-7.*** The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. * ***8-10.*** The giant makes three attacks against one random target within its reach one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. ***Mouth of Madness.*** The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt. ***Fist.*** Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage."} {"creature_name":"Mud Mephit","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"9 (-1)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"aquan, terran","skills":"Stealth +3","speed":"20 ft., fly 20 ft., swim 20 ft.","hit_points":"27 (6d6+6)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. ***False Appearance.*** While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.","actions":"***Fists.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. ***Mud Breath (Recharge 6).*** The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Mudbog","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"8 (-1)","CON":"17 (+3)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"3 (-4)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Stealth +1","speed":"10 ft., swim 10 ft.","hit_points":"51 (6d10 + 18)","armor_class":"9","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 10","saving_throws":"","damage_immunities":"acid, psychic","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Acid.*** A mudbog secretes a digestive acid that quickly dissolves organic material, but not metal or stone. A creature that attacks the mudbog takes 3 (1d6) acid damage. Any wood or other organic material that touches the mudbog is pitted. Wooden weapons suffer a cumulative -1 penalty to damage rolls made with it unless it is magical. When this penalty reaches -5, the weapon is destroyed. ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing. ***False Appearance.*** The mudbog, while not moving, is indistinguishable from a muddy puddle.","actions":"***Engulf.*** The mudbog moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the mudbog enters a creature's space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mudbog. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed and the mudbog enters the creature's space. The creature takes 10 (3d6) acid damage. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the ooze's turns. When the mudbog moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze."} {"creature_name":"Muiral","creature_source":"Dungeon Of The Mad Mage","STR":"19 (+4)","DEX":"11 (0)","CON":"16 (+3)","INT":"18 (+4)","WIS":"13 (+1)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"common, dwarvish, elvish, goblin, undercommon","skills":"Arcana +9, Athletics +9, Perception +6, Stealth +5","speed":"50 ft.","hit_points":"195 (23d10+69)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"CON +8, INT +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cast Cantrip.*** Muiral casts a cantrip. ***Legendary Resistance (3/Day).*** If Muiral fails a saving throw, he can choose to succeed instead. ***Lunging Attack (Costs 2 Actions).*** Muiral makes one longsword attack that has a reach of 10 feet. ***Retreating Strike (Costs 3 Actions).*** Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack. ***Spellcasting.*** Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared * Cantrips (at will) dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp<\/i> * 1st level (4 slots) expeditious retreat, fog cloud, magic missile, shield<\/i> * 2nd level (3 slots) darkness, knock, see invisibility, spider climb<\/i> * 3rd level (3 slots) animate dead, counterspell, lightning bolt<\/i> * 4th level (3 slots) greater invisibility, polymorph<\/i> * 5th level (2 slots) animate objects, wall of force<\/i> * 6th level (1 slot) create undead, flesh to stone<\/i> * 7th level (1 slot) finger of death<\/i> Muiral 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. Muiral regains spent legendary actions at the start of his turn.","actions":"***Longsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. ***Multiattack.*** Muiral makes three attacks: two with his longsword and one with his sting. ***Sting.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Mule","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"40 ft.","hit_points":"11 (2d8+2)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Beast of Burden.*** The mule is considered to be a Large animal for the purpose of determining its carrying capacity. ***Sure-Footed.*** The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.","actions":"***Hooves.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."} {"creature_name":"Mummy","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"8 (-1)","CON":"15 (+2)","INT":"6 (-2)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"","speed":"20 ft.","hit_points":"58 (9d8+18)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +2","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"necrotic, poisoned","actions":"***Dreadful Glare.*** The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. ***Multiattack.*** The mummy can use its Dreadful Glare and makes one attack with its rotting fist. ***Rotting Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic."} {"creature_name":"Mummy Lord","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"11 (0)","WIS":"18 (+4)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"the languages it knew in life","skills":"History +5, Religion +5","speed":"20 ft.","hit_points":"97 (13d8+39)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"CON +8, INT +5, WIS +9, CHA +8","damage_immunities":"necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Attack.*** The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. ***Blasphemous Word (Costs 2 Actions).*** The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. ***Blinding Dust.*** Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. ***Channel Negative Energy (Costs 2 Actions).*** The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. 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. ***Magic Resistance.*** The mummy lord has advantage on saving throws against spells and other magical effects. ***Rejuvenation.*** A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. ***Spellcasting.*** The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared * Cantrips (at will) sacred flame, thaumaturgy<\/i> * 1st level (4 slots) command, guiding bolt, shield of faith<\/i> * 2nd level (3 slots) hold person, silence, spiritual weapon<\/i> * 3rd level (3 slots) animate dead, dispel magic<\/i> * 4th level (3 slots) divination, guardian of faith<\/i> * 5th level (2 slots) contagion, insect plague<\/i> * 6th level (1 slot) harm<\/i> ***Whirlwind of Sand (Costs 2 Actions).*** The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.","actions":"***Dreadful Glare.*** The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. ***Multiattack.*** The mummy can use its Dreadful Glare and makes one attack with its rotting fist. ***Rotting Fist.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic."} {"creature_name":"Mummy of the Deep","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"10 (+0)","CON":"14 (+2)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"endead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"Athletics +6, Perception +5, Stealth +3","speed":"20 ft., swim 20 ft.","hit_points":"52 (8d8 + 16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"CON +5, WIS +5","damage_immunities":"necrotic, poison","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Amphibious.*** Mummies of the deep can breathe air and water. ***Innate Spellcasting (1/day).*** The mummy can innately cast control water<\/i>, requiring no material components. Its innate spellcasting ability is Wisdom","actions":"***Dreadful Glare.*** The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for all mummies (but no mummy lords) for the next 24 hours. ***Drowning Breath.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The creature is grappled (escape DC 13). If the creature has not broken the mummy's grapple by the start of the mummy's next turn, the mummy uses its next action to press its lips against the creature's and regurgitates seawater into the creature's lungs. The creature immediately begins suffocating (see the fifth edition SRD for more information on suffocation). While suffocating, the creature can only use its actions to try and cough the seawater up, requiring a successful DC 12 Constitution saving throw to do so. ***Multiattack.*** The mummy can use its Dreadful Glare and makes one attack with its necrotizing strike. ***Necrotizing Strike.*** Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with necrotic fever. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to pluff mud. The curse lasts until removed by the remove curse spell or other magic."} {"creature_name":"Mustard Jelly","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"10 (+0)","CON":"21 (+5)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +6, Stealth +6","speed":"30 ft.","hit_points":"136 (13d10 + 65)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 16","saving_throws":"","damage_immunities":"force, lightning, poison","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned","abilities":"***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing. ***Energy Absorption.*** A mustard jelly is immune to force and lightning damage. If the jelly would have taken force or lightning damage, it is instead healed for the same amount it would have taken in damage. ***Magic Weapons.*** The jelly's attacks are magical. ***Poison Aura.*** At the start of each of the jelly's turns, each creature within 10 feet of it takes 10 (3d6) poison damage. A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes 10 (3d6) poison damage. ***Spider Climb.*** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Pseudopod.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage and 10 (3d6) acid damage."} {"creature_name":"Myconid Adult","creature_source":"Monster Manual","STR":"10 (0)","DEX":"10 (0)","CON":"12 (+1)","INT":"10 (0)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft.","hit_points":"22 (4d8+4)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. ***Sun Sickness.*** While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.","actions":"***Fist.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. ***Pacifying Spores (3/Day).*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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. ***Rapport Spores.*** A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."} {"creature_name":"Myconid Sovereign","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"10 (0)","CON":"14 (+2)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"30 ft.","hit_points":"60 (8d10+16)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. ***Sun Sickness.*** While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.","actions":"***Animating Spores.*** The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way. ***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. ***Hallucination Spores.*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack.*** The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. ***Pacifying Spores.*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned 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. ***Rapport Spores.*** A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."} {"creature_name":"Myconid Sprout","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"10 (0)","CON":"10 (0)","INT":"8 (-1)","WIS":"11 (0)","CHA":"5 (-3)","creature_size":"small","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"10 ft.","hit_points":"7 (2d6)","armor_class":"10","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. ***Sun Sickness.*** While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.","actions":"***Fist.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage. ***Rapport Spores (3/Day).*** A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."} {"creature_name":"Myling","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"10 (+0)","CON":"12 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"small","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common","skills":"Stealth +4","speed":"30 ft., burrow 10 ft.","hit_points":"45 (10d6 + 10)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned, stunned, unconscious","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically. ***Buried Alive.*** If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. ***Multiattack.*** The myling makes one bite and two claw attacks."} {"creature_name":"Nabassu","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"14 (+2)","CON":"21 (+5)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"abyssal, telepathy 120 ft.","skills":"Perception +7","speed":"40 ft., fly 60 ft.","hit_points":"190 (20d8 + 100)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"STR +11, DEX +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Demonic Shadows.*** The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. ***Devour Soul.*** A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. ***Magic Resistance.*** The nabassu has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The nabassu's weapon attacks are magical.","actions":"***Bite*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. ***Claws*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ***Multiattack*** The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. ***Soul-Stealing Gaze*** The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control."} {"creature_name":"Naergoth Bladelord","creature_source":"Tyranny Of Dragons","STR":"20 (+5)","DEX":"12 (+1)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"common, draconic","skills":"Perception +6, Stealth +5","speed":"30 ft.","hit_points":"135 (18d8+54)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"DEX +5, WIS +4","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Sunlight Sensitivity.*** While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Life Drain.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Longbow.*** Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage. ***Longsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands, plus 10 (3d6) necrotic damage. ***Multiattack.*** Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack."} {"creature_name":"Nagpa","creature_source":"Mordenkainens Tome Of Foes","STR":"9 (0)","DEX":"15 (+2)","CON":"12 (+1)","INT":"23 (+6)","WIS":"18 (+4)","CHA":"21 (+5)","creature_size":"medium","creature_type":"humanoid (nagpa)","creature_alignment":"neutral evil","creature_xp":18000,"creature_cr":17,"languages":"common plus up to five other languages","skills":"Arcana +12, Deception +11, History +12, Insight +10, Perception +10","speed":"30 ft.","hit_points":"187 (34d8 + 34)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 20","saving_throws":"INT +12, WIS +10, CHA +11","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Corruption.*** As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. ***Paralysis (Recharge 6).*** As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. ***Spellcasting.*** The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared * Cantrips (at will) chill touch, fire bolt, mage hand, message, minor illusion<\/i> * 1st level (4 slots) charm person, detect magic, protection from evil and good, witch bolt<\/i> * 2nd level (3 slots) hold person, ray of enfeeblement, suggestion<\/i> * 3rd level (3 slots) counterspell, fireball, fly<\/i> * 4th level (3 slots) confusion, hallucinatory terrain, wall of fire<\/i> * 5th level (2 slots) dominate person, dream, geas<\/i> * 6th level (1 slot) circle of death, disintegrate<\/i> * 7th level (1 slot) etherealness, prismatic spray<\/i> * 8th level (1 slot) feeblemind<\/i>","actions":"***Staff*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage."} {"creature_name":"Naina","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"16 (+3)","CON":"21 (+5)","INT":"15 (+2)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":7200,"creature_cr":11,"languages":"common, darakhul, draconic, elvish, sylvan","skills":"Arcana +6, Deception +8, Insight +8, Perception +8,","speed":"40 ft., fly 120 ft.","hit_points":"231 (22d10 + 110)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +7, CON +9, INT +6, WIS +8, CHA +8","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, poisoned, unconscious","abilities":"***Magic Sensitive.*** The naina detects magic as if it were permanently under the effect of a detect magic spell. ***Shapechanger.*** The naina can use her action to polymorph into one of her two forms a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form. ***Spellcasting.*** The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared Cantrips (at will) dancing lights, mage hand, mending, ray of frost, resistance, silent image 1st level (4 slots) charm person, thunderwave, witch bolt 2nd level (3 slots) darkness, invisibility, locate object 3rd level (3 slots) dispel magic, hypnotic pattern 4th level (3 slots) dimension door 5th level (1 slot) dominate person","actions":"***Bite (drake form only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage. ***Claw (drake form only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. ***Multiattack.*** The naina makes two claw attacks and one bite attack. ***Paralysis.*** A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis. ***Poison Breath (Recharge 5-6).*** While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas. ***Poison.*** A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends. ***Sleep.*** A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully."} {"creature_name":"Nalfeshnee","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"10 (0)","CON":"22 (+6)","INT":"19 (+4)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"20 ft., fly 30 ft.","hit_points":"184 (16d10+96)","armor_class":"18 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +11, INT +9, WIS +6, CHA +7","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The nalfeshnee has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ***Horror Nimbus (Recharge 5-6).*** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee's Horror Nimbus for the next 24 hours. ***Multiattack.*** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. ***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A 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."} {"creature_name":"Narrak","creature_source":"Out Of The Abyss","STR":"9 (-1)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"5 (-3)","CHA":"16 (+3)","creature_size":"small","creature_type":"humanoid (derro)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"dwarvish, undercommon","skills":"Arcana +4, Stealth +4","speed":"30 ft.","hit_points":"40 (9d6+9)","armor_class":"12 (15 to mage armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Insanity.*** Droki has advantage on saving throws against being charmed or frightened. ***Magic Resistance.*** The derro has advantage on saving throws against spells and other magical effects. ***One with Shadows.*** While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction. ***Spellcasting.*** Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells * Cantrips (at will) eldritch blast, friends, poison spray<\/i> * 1st level armor of Agathys, charm person, hex<\/i> * 2nd level hold person, ray of enfeeblement, spider climb<\/i> ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Armor of Shadows (Recharges after a Short or Long Rest).*** Narrak casts mage armor<\/i> on himself ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage."} {"creature_name":"Narth Tezrin","creature_source":"Storm Kings Thunder","STR":"10 (0)","DEX":"15 (+2)","CON":"10 (0)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (tethyrian human)","creature_alignment":"chaotic good","creature_xp":10,"creature_cr":0,"languages":"common, dwarvish","skills":"Insight +4, Investigation +3, Perception +6, Persuasion +5","speed":"30 ft.","hit_points":"18 (4d8)","armor_class":"12","senses":"passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action. Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runsa a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned. **Ideal ** \"The bigger the risk, the greater the reward.\" **Bond ** \"I adore my colleague Alestra, and I'd like to do something to impress her.\" **Flaw ** \"I'll risk life and limb to become a legend.-\"","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage."} {"creature_name":"Narzugon","creature_source":"Mordenkainens Tome Of Foes","STR":"20 (+5)","DEX":"10 (0)","CON":"17 (+3)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"common, infernal, telepathy 120 ft.","skills":"Perception +7","speed":"30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"20 (plate armor, shield)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"DEX +5, CON +8, CHA +9","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Diabolical Sense.*** The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. ***Infernal Tack.*** The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. ***Magic Resistance.*** The narzugon has advantage on saving throws against spells and other magical effects.","actions":"***Healing (1/Day)*** The narzugon, or one creature it touches, regains up to 100 hit points. ***Hellfire Lance*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. ***Infernal Command*** Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. ***Multiattack*** The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. ***Terrifying Command*** Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it 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. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours."} {"creature_name":"Naxene Drathkala","creature_source":"Storm Kings Thunder","STR":"8 (-1)","DEX":"11 (0)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (turami human)","creature_alignment":"neutral good","creature_xp":10,"creature_cr":0,"languages":"common, draconic, dwarvish, elvish","skills":"Arcana +5, History +5","speed":"30 ft.","hit_points":"27 (6d8)","armor_class":"10 (13 with mage armor)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** Naxene is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared * Cantrips (at will) fire bolt, light, mage hand, prestidigitation<\/i> * 1st level (4 slots) mage armor, magic missile, shield<\/i> * 2nd level (3 slots) misty step, suggestion<\/i> * 3rd level (3 slots) fly, lightning bolt<\/i> Goldenfields' crops are vital Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adeuately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet. **Ideal ** \"There's no problem that can't be solved with magic.\" **Bond ** \"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\" **Flaw ** \"I'm too smart to be wrong about anything.\"","actions":"***Staff.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Necromancer","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":5000,"creature_cr":9,"languages":"any four languages","skills":"Arcana +7, History +7","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +7, WIS +5","damage_immunities":"","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Grim Harvest (1/Turn).*** When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. ***Spellcasting.*** The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared * Cantrips (at will) chill touch, dancing lights, mage hand, mending<\/i> * 1st level (4 slots) false life\\*, mage armor, ray of sickness* <\/i> * 2nd level (3 slots) blindness/deafness\\*, ray of enfeeblement\\*, web<\/i> * 3rd level (3 slots) animate dead\\*, bestow curse\\*, vampiric touch* <\/i> * 4th level (3 slots) blight\\*, dimension door, stoneskin<\/i> * 5th level (2 slots) Bigby's hand, cloudkill<\/i> * 6th level (1 slot) circle of death* <\/i> *Necromancy spell of 1st level or higher","actions":"***Withering Touch.*** Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage."} {"creature_name":"Needle Blight","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"4 (-3)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"understands common but can't speak","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"12 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. ***Needles.*** Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage."} {"creature_name":"Neogi","creature_source":"Volos Guide","STR":"6 (-2)","DEX":"16 (+3)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"small","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"common, deep speech, undercommon","skills":"Intimidation +4, Perception +3","speed":"30 ft., climb 30 ft.","hit_points":"33 (6d6+12)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mental Fortitude.*** The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep. ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. ***Enslave (Recharges after a Short or Long Rest).*** The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ***Multiattack.*** The neogi makes two attacks: one with its bite and one with its claws."} {"creature_name":"Neogi Hatchling","creature_source":"Volos Guide","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"6 (-2)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"7 (3d4)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mental Fortitude.*** The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep. ***Spider Climb.*** The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Neogi Master","creature_source":"Volos Guide","STR":"6 (-2)","DEX":"16 (+3)","CON":"14 (+2)","INT":"16 (+3)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"common, deep speech, undercommon, telepathy 30 ft.","skills":"Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6","speed":"30 ft., climb 30 ft.","hit_points":"71 (13d6+26)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft. (penetrates magical darkness)","saving_throws":"WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mental Fortitude.*** The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. ***Spellcasting.*** The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) eldritch blast <\/i>(range 300 ft., +4 bonus to each damage roll) , guidance, mage hand, minor illusion, prestidigitation, vicious mockery<\/i> * 1st-4th level (2 4th-level slots) arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant<\/i> ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. ***Enslave (Recharges after a Short or Long Rest).*** The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ***Multiattack.*** The neogi makes two attacks: one with its bite and one with its claws."} {"creature_name":"Neothelid","creature_source":"Volos Guide","STR":"27 (+8)","DEX":"7 (-2)","CON":"21 (+5)","INT":"3 (-4)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"gargantuan","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"","skills":"","speed":"30 ft.","hit_points":"325 (21d20+105)","armor_class":"16 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"INT +1, WIS +8, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Creature Sense.*** The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ***Innate Spellcasting (Psionics).*** The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components * At will levitate<\/i> * 1/day each confusion, feeblemind, telekinesis<\/i> ***Magic Resistance.*** The neothelid has advantage on saving throws against spells and other magical effects.","actions":"***Acid Breath (Recharges 5-6).*** The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. ***Tentacles.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns. >If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid 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 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."} {"creature_name":"Nereid","creature_source":"Tales From The Yawning Portal","STR":"10 (0)","DEX":"17 (+3)","CON":"12 (+1)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"any chaotic alignment","creature_xp":450,"creature_cr":2,"languages":"aquan, common, elvish, sylvan","skills":"","speed":"30 ft., swim 60 ft.","hit_points":"44 (8d8+8)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The nereid can breathe air and water. ***Aquatic Invisibility.*** If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. ***Mantle Dependent.*** The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. ***Shape Water.*** The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. ***Source.*** tales from the yawning portal, page 240 ***Speak with Animals.*** The nereid can comprehend and verbally communicate with beasts.","actions":"***Blinding Acid.*** Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn. ***Drowning Kiss (Recharge 5-6).*** The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. ***Water Lash.*** The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and ifit is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone."} {"creature_name":"Nergaliid","creature_source":"Explorers Guide To Wildemount","STR":"18 (+4)","DEX":"12 (+1)","CON":"20 (+5)","INT":"12 (+1)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"common, infernal","skills":"Deception +5, Perception +2, Stealth +5","speed":"30 ft.","hit_points":"42 (4d10 + 20)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft., passive perception 12","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Shadow Stealth.*** While in dim light or darkness, the nergaliid can take the Hide action as a bonus action. ***Standing Leap.*** The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Siphon Life (Recharge 4-6).*** The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie. ***Tongue Lash.*** Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage."} {"creature_name":"Neronvain","creature_source":"Tyranny Of Dragons","STR":"8 (-1)","DEX":"17 (+3)","CON":"15 (+2)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, draconic, elvish, infernal","skills":"Arcana +7, Perception +5","speed":"30 ft.","hit_points":"117 (18d8+36)","armor_class":"17","senses":"darkvision 60 ft.","saving_throws":"CON +6, WIS +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Draconic Majesty.*** Neronvain adds his Charisma bonus to his AC (included).","actions":"***Eldritch Arrow.*** Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage. ***Fey Ancestry.*** Magic can't put Neronvain to sleep. ***Multiattack.*** Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. ***Poisonous Cloud (2/Day).*** Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned 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. >>> ***Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage."} {"creature_name":"Netherspark","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"14 (+2)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"celestial, common, draconic, infernal","skills":"","speed":"30 ft.","hit_points":"90 (12d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"radiant","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Magic Resistance.*** The netherspark has advantage on saving throws against spells and other magic effects. ***Necrotic Aura.*** Being composed of necrotic energy, a netherspark radiates an aura of such energy in a 10-foot radius. Any creature that's not an undead that enters or starts its turn within this area takes 7 (2d6) necrotic damage. Undead in the area instead regain 7 (2d6) hit points, up to their maximum hit points at the beginning of each of their turns.","actions":"***Multiattack.*** The netherspark makes three slam attacks. ***Necrotic Burst (Recharge 5-6).*** A netherspark can release a burst of necrotic energy in a 20-foot radius around it. Creatures in the area must make a DC 13 Constitution saving throw, taking 12 (2d8+3) necrotic damage on a failed save, or half as much damage on a successful one. Undead take no damage but heal a number of hit points equal to what the burst would otherwise deal. ***Necrotic Ray.*** Ranged Weapon Attack: +6 to hit, range 40 ft., one target. Hit: 12 (2d8+3) necrotic damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage."} {"creature_name":"Nezznar the Black Spider","creature_source":"Lost Mine Of Phandelver","STR":"9 (-1)","DEX":"13 (+1)","CON":"10 (0)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"elvish, undercommon","skills":"Arcana +5, Perception +4, Stealth +3","speed":"30 ft.","hit_points":"27 (6d8)","armor_class":"11 (14 with mage armor)","senses":"darkvision 120 ft.","saving_throws":"INT +5, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep. ***Innate Spellcasting.*** Nezznar can innately cast the following spells, requiring no material components * At will dancing lights<\/i> * 1/day each darkness, faerie fire <\/i>(save DC 12) ***Special Equipment.*** Nezznar has a spider staff. ***Spellcasting.*** Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list * Cantrips (at will) mage hand, ray of frost, shocking grasp<\/i> * 1st Level (4 slots) mage armor, magic missile, shield<\/i> * 2nd Level (3 slots) invisibility, suggestion<\/i> ***Sunlight Sensitivity.*** Nezznar has disadvantage on attack rolls when he or his target is in sunlight.","actions":"***Spider Staff.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage."} {"creature_name":"Ngobou","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"9 (-1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"9 (-1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +5","speed":"40 ft.","hit_points":"85 (10d10 + 30)","armor_class":"15 (natural armor)","senses":", passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Elephants' Bane.*** The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours. ***Spikes.*** A creature that grapples an ngobou takes 9 (2d8) piercing damage. ***Trampling Charge.*** If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage. ***Stomp.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage."} {"creature_name":"Nichny","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"19 (+4)","CON":"17 (+3)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"elvish, primordial, sylvan, void speech","skills":"Acrobatics +7, Insight +7, Perception +7","speed":"30 ft., climb 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"DEX +7","damage_immunities":"poison","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned, unconscious","abilities":"***Freedom of Movement.*** A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack. ***Imbue Luck (1/Day).*** Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours. ***Innate Spellcasting.*** The nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components At Will detect magic, invisibility, magic missile, ray of frost 3/day each blink, dimension door, haste, polymorph (self only) 1/day each teleport, word of recall ***Luck Aura.*** A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action. ***Magic Resistance.*** The nichny has advantage on saving throws against spells and other magical effects. ***Soothsaying.*** Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. ***Multiattack.*** The nichny makes two claw attacks."} {"creature_name":"Night Hag","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"abyssal, common, infernal, primordial","skills":"Deception +7, Insight +6, Perception +6, Stealth +6","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Hag Coven.*** When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. ***Hag Eye (Coven Only).*** A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components * At will detect magic, magic missile<\/i> * 2/day each plane shift <\/i>(self only), ray of enfeeblement, sleep<\/i> ***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects. ***Night Hag Items.*** A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). ***Shared Spellcasting (Coven Only).*** While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 15, +7 to hit with spell attacks) * 1st level (4 slots) identify, ray of sickness<\/i> * 2nd level (3 slots) hold person, locate object<\/i> * 3rd level (3 slots) bestow curse, counterspell, lightning bolt<\/i> * 4th level (3 slots) phantasmal killer, polymorph<\/i> * 5th level (2 slots) contact other plane, scrying<\/i> * 6th level (1 slot) eye bite<\/i>","actions":"***Change Shape.*** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. ***Claws (Hag Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. ***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."} {"creature_name":"Night Scorpion","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"1 (-5)","WIS":"9 (-1)","CHA":"3 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"40 ft.","hit_points":"90 (12d10 + 24)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target. ***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting. ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."} {"creature_name":"Nightgarm","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"18 (+4)","INT":"10 (+0)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, giant, goblin, telepathy 200 ft. (with falsemen only)","skills":"Perception +5, Stealth +5","speed":"20 ft. (bipedal), 40 ft. (quadrupedal)","hit_points":"114 (12d10 + 48)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"radiant; silvered weapons","condition_immunities":"","abilities":"***Distending Maw.*** Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size. ***Innate Spellcasting.*** The nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components 3/day each darkness, dissonant whispers, hold person 1/day each conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only) ***Spawn Falseman.*** If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\" this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet. ***Superstitious.*** A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone."} {"creature_name":"Nightmare","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"understands abyssal, common, and infernal but can't speak","skills":"","speed":"60 ft., fly 90 ft.","hit_points":"68 (8d10+24)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Confer Fire Resistance.*** The nightmare can grant resistance to fire damage to anyone riding it. ***Illumination.*** The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","actions":"***Ethereal Stride.*** The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. ***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage."} {"creature_name":"Nightwalker","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"19 (+4)","CON":"24 (+7)","INT":"6 (-2)","WIS":"9 (0)","CHA":"8 (-1)","creature_size":"huge","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":25000,"creature_cr":20,"languages":"-","skills":"","speed":"40 ft., fly 40 ft.","hit_points":"297 (22d12 + 154)","armor_class":"14","senses":"darkvision 120 ft., passive perception 9","saving_throws":"CON +13","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Annihilating Aura.*** Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. ***Life Eater.*** A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.","actions":"***Enervating Focus*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. ***Finger of Doom (Recharge 6)*** The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours. ***Multiattack*** The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available."} {"creature_name":"Nihilethic Zombie","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understand void speech and the languages it knew in life but can't speak","skills":"","speed":"20 ft., swim 30 ft.","hit_points":"22 (3d8 + 9)","armor_class":"9 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"WIS +0","damage_immunities":"cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Dual State.*** Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. ***Undead Fortitude.*** If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead. ***Void Body.*** The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.","actions":"***Form Swap.*** As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will. ***Sacrifice Life.*** A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner. ***Slam (Material Form Only).*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie. ***Withering Touch (Ethereal Form).*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage."} {"creature_name":"Nilbog","creature_source":"Volos Guide","STR":"8 (-1)","DEX":"14 (+2)","CON":"10 (0)","INT":"10 (0)","WIS":"8 (-1)","CHA":"15 (+2)","creature_size":"small","creature_type":"humanoid (goblinoid)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, goblin","skills":"Stealth +6","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"13 (leather armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components At will mage hand, Tasha's hideous laughter, vicious mockery 1/day: confusion ***Nilbogism.*** Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. ***Nimble Escape.*** The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. ***Reversal of Fortune.*** In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.","actions":"***Fool's Scepter.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage."} {"creature_name":"Nkosi","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"16 (+3)","CON":"12 (+1)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"nkosi), lawful neutral","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Survival +2","speed":"30 ft.","hit_points":"11 (2d8 + 2)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hunter's Maw.*** If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action. ***Keen Smell.*** The nkosi has advantage on Wisdom (Perception) checks that rely on smell. ***Shapechanger.*** The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Mambele Throwing Knife (Nkosi Form Only).*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Scimitar (Nkosi Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Nkosi Pridelord","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"18 (+4)","CON":"12 (+1)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"nkosi), lawful neutral","creature_xp":1100,"creature_cr":4,"languages":"common","skills":"Survival +2","speed":"30 ft.","hit_points":"93 (17d8 + 17)","armor_class":"16 (studded leather)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brute.*** A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack). ***Hunter's Maw.*** If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action. ***Keen Smell.*** The nkosi has advantage on Wisdom (Perception) checks that rely on smell. ***Shapechanger.*** The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Mambele Throwing Knife (Nkosi Form Only).*** Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Multiattack.*** The pridelord makes two attacks with its scimitar or with its mambele throwing knife. ***Pridelord's Roar (Recharges after a Short or Long Rest).*** Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action. ***Scimitar (Nkosi Form Only).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."} {"creature_name":"Nkosi War Ostrich","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"12 (+1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"60 ft.","hit_points":"42 (5d10 + 15)","armor_class":"11","senses":", passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Battle Leaper.*** If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn. ***Standing Leap.*** The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start.","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. ***Multiattack.*** The ostrich makes two kicking claw attacks."} {"creature_name":"Noble","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"11 (0)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":25,"creature_cr":0.125,"languages":"any two languages","skills":"Deception +5, Insight +4, Persuasion +5","speed":"30 ft.","hit_points":"9 (2d8)","armor_class":"15 (breastplate)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","actions":"***Rapier.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage."} {"creature_name":"Noble Streynor","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"13 (+1)","INT":"2 (-4)","WIS":"17 (+3)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +7","speed":"50 ft.","hit_points":"19 (3d10 + 3)","armor_class":"14","senses":"darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The noble streynor has advantage on Wisdom (Perception) checks that rely on hearing or smell up to 300 yards away.","actions":"***Bite.*** Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage."} {"creature_name":"Noble Time Elemental","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"20 (+5)","CON":"18 (+4)","INT":"18 (+4)","WIS":"18 (+4)","CHA":"15 (+2)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":10000,"creature_cr":13,"languages":"telepathy 120 ft.","skills":"Insight +9, Perception +9, Stealth +10","speed":"50 ft., fly 50 ft. (hover)","hit_points":"123 (13d10 + 52)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 19","saving_throws":"CON +9, WIS +9, CHA +7","damage_immunities":"poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Cell Death.*** Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection<\/i> or wish<\/i> spell. ***Foresight.*** A time elemental can see a few seconds into the future. This ability prevents it from being surprised. ***Immunity to Temporal Magic.*** Time elementals are immune to all time-related spells and effects that are not cast by other time elementals.","actions":"***Alter Age (1/day).*** The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration<\/i> spell, but only within 24 hours of it occurring. ***Multi-Manifestation (Recharge 5-6).*** The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks. Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental's next turn. ***Multiattack.*** The time elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. ***Temporal Displacement (1/day).*** The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental's Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. A displaced creature can use its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. ***Time Jaunt.*** A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport<\/i>. This ability transports the time elemental and up to four other creatures of the elemental's choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away."} {"creature_name":"Noctiny","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, plus the language spoken by the noctini's master","skills":"","speed":"30 ft.","hit_points":"52 (8d8 + 16)","armor_class":"13 (studded leather armor)","senses":"assive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Magic Resistance.*** The noctiny has advantage on saving throws against spells and other magical effects. ***Pact Wrath.*** One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below). ***Spellcasting.*** The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells. * Cantrips (at will) chill touch, eldritch blast, poison spray<\/i> * 1st level (4 slots) armor of agathys, charm person, hellish rebuke, hex<\/i> * 2nd level (2 slots) crown of madness, misty step<\/i>","actions":"***Multiattack.*** The noctiny makes two melee attacks. ***Pact Staff.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands."} {"creature_name":"Nothic","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"13 (+1)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"undercommon","skills":"Arcana +3, Insight +4, Perception +2, Stealth +5","speed":"30 ft.","hit_points":"45 (6d8+18)","armor_class":"15 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The nothic has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The nothic makes two claw attacks. ***Rotting Gaze.*** The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. ***Weird Insight.*** The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed."} {"creature_name":"Nuckalavee","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"15 (+2)","CON":"20 (+5)","INT":"8 (-1)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, sylvan","skills":"Perception +5, Stealth +5, Survival +5","speed":"50 ft.","hit_points":"84 (8d10 + 40)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the nuckalavee moves at least 20 feet straight toward a creature and then hits it with a greataxe attack, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the nuckalavee can make one attack with its hooves against it as a bonus action. ***Horrific Appearance.*** Any creature that starts its turn within 20 feet of the nuckalavee must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the nuckalavee's horrific appearance for the next 24 hours. ***Magic Resistance.*** The nuckalavee has advantage on saving throws against spells and other magic effects.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. ***Greataxe.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Hooves.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The nuckalavee makes four attacks: two with its greataxe, one bite attack, and one attack with its hooves. ***Poisonous Breath (Recharge 5-6).*** The nuckalavee exhales a cloud of caustic gas in a 20-foot cone. Creatures in this area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Nupperibo","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"11 (0)","CON":"13 (+1)","INT":"3 (-3)","WIS":"8 (-1)","CHA":"1 (-4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"understands infernal but can't speak","skills":"Perception +1","speed":"20 ft.","hit_points":"11 (2d8 + 2)","armor_class":"13 (natural armor)","senses":"blindsight 10 ft. (blind beyond this radius), passive perception 11","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, poisoned","abilities":"***Cloud of Vermin.*** Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. ***Hunger-Driven.*** In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.","actions":"***Bite*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Nycaloth","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"11 (0)","CON":"19 (+4)","INT":"12 (+1)","WIS":"10 (0)","CHA":"15 (+2)","creature_size":"large","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Intimidation +6, Perception +4, Stealth +4","speed":"40 ft., fly 60 ft.","hit_points":"123 (13d10+52)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components * At will darkness, detect magic, dispel magic, invisibility <\/i>(self only), mirror image<\/i> ***Magic Resistance.*** The nycaloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The nycaloth's weapon attacks are magical.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ***Greataxe.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. ***Multiattack.*** The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. ***Teleport.*** The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ***Variant: Summon Yugoloth (1/Day).*** The yugoloth chooses what to summon and attempts a magical summoning. A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it."} {"creature_name":"Oaken Bolter","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"18 (+4)","CON":"15 (+2)","INT":"3 (-3)","WIS":"10 (0)","CHA":"1 (-4)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"understands one language of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"58 (9d8 + 18)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Magic Resistance.*** The oaken bolter has advantage on saving throws against spells and other magical effects.","actions":"***Explosive Bolt (Recharge 5-6)*** The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. ***Harpoon*** Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. ***Lancing Bolt*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Multiattack*** The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack."} {"creature_name":"Oakman","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"14 (+2)","CON":"14 (+2)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, sylvan","skills":"Perception +4, Stealth +4","speed":"20 ft., climb 30 ft.","hit_points":"33 (6d6 + 12)","armor_class":"12 (16 with barkskin<\/i>)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The oakman's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will druidcraft, shillelagh<\/i> * 3/day each entangle, goodberry<\/i> * 1/day each barkskin, pass without trace<\/i> ***Magic Resistance.*** The oakman has advantage on saving throws against spells and other magical effects. ***Moss Cakes.*** Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 3 (1d6) moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect. ***Tree Stride.*** Once on his turn, the oakman can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. 1. ***Coloration.*** This moss cake is quite harmless when eaten and does nothing more than cause the target's skin to become spotted. The spots can be of just about any color, though most tend to be brown, red, or blue. The spots last for 1 hour before fading. 2. ***Healing.*** This moss cake heals the target of 22 (5d8) damage. 3. ***Lethargy.*** The target falls into a state of apathy and becomes sluggish if it fails a DC 12 Constitution saving throw. On a failed save, the target suffers from three levels of exhaustion, which can be removed normally. 4. ***Pain.*** Eating this moss cake wracks the target with pain for 1 hour if it fails a DC 12 Constitution saving throw. During this time, the target moves at half speed, and has disadvantage on all attack rolls, ability checks, and saving throws for 1 hour. 5. ***Poison.*** Eating this moss cake poisons the target. The target must make a DC 12 Constitution saving throw. On a failed saving throw, the target takes 7 (2d6) poison damage and is poisoned for 1 hour. While poisoned, the target must repeat the saving throw at the beginning of each of its turns. On a failed saving throw, the target spends its action retching and vomiting. 6. ***Sleep.*** This moss cake puts the target to sleep for 1 hour if it fails a DC 12 Constitution saving throw.","actions":"***Club.*** Melee Weapon Attack: +3 to hit (+4 with shillelagh), reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage."} {"creature_name":"Oblex Spawn","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"16 (+3)","CON":"15 (+2)","INT":"14 (+2)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"tiny","creature_type":"ooze","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"-","skills":"","speed":"20 ft.","hit_points":"18 (4d4 + 8)","armor_class":"13","senses":"blindsight 60 ft. (blind beyond this distance), passive perception 12","saving_throws":"INT +4, CHA +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, prone","abilities":"***Amorphous.*** The oblex can move through a space as narrow as 1 inch wide without squeezing. ***Aversion to Fire.*** If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.","actions":"***Pseudopod*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage."} {"creature_name":"Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"8 (-1)","CON":"20 (+5)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"94 (9d10 + 45)","armor_class":"16","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) slashing damage and 21 (6d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus 9 (2d8) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Obsidian Minotaur","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"10 (+0)","CON":"18 (+4)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"76 (8d10 + 32)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Charge.*** If the obsidian minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. ***Immutable Form.*** The minotaur is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The minotaur has advantage on saving throws against spells and other magic effects. ***Magic Weapons.*** The minotaur's weapon attacks are magical.","actions":"***Burning Breath (Recharge 5-6).*** The obsidian minotaur expels a cloud of superheated gas that fills a 10-foot cube adjacent to it.. The gas fades after the end of the minotaur's next turn. Creatures who enter the area or start their turn there must make a DC 16 Constitution saving throw. On a failed saving throw, the target takes 31 (9d6) fire damage and it is poisoned for 1 minute. On a successful saving throw, the target takes half the damage and is not poisoned. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. ***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. ***Multiattack.*** The obsidian minotaur makes one gore attack and two claw attacks."} {"creature_name":"Ochre Jelly","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"6 (-2)","CON":"14 (+2)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"10 ft., climb 10 ft.","hit_points":"45 (6d10+12)","armor_class":"8","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"lightning, slashing","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing. ***Spider Climb.*** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.","actions":"***Pseudopod.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage."} {"creature_name":"Octopus","creature_source":"Monster Manual","STR":"4 (-3)","DEX":"15 (+2)","CON":"11 (0)","INT":"3 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +2, Stealth +4","speed":"5 ft., swim 30 ft.","hit_points":"3 (1d6)","armor_class":"12","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** While out of water, the octopus can hold its breath for 30 minutes. ***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater. ***Water Breathing.*** The octopus can breathe only underwater.","actions":"***Ink Cloud (Recharges after a Short or Long Rest).*** A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target."} {"creature_name":"Oculo Swarm","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"20 (+5)","CON":"16 (+3)","INT":"8 (-1)","WIS":"15 (+2)","CHA":"17 (+3)","creature_size":"large","creature_type":"swarm","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"understands common but can't speak","skills":"Insight +6, Perception +6, Stealth +7","speed":"5 ft., fly 40 ft. (hover)","hit_points":"110 (13d10 + 39)","armor_class":"15","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points.","actions":"***Eye Extraction.*** Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability. ***Gaze (recharge 5-6).*** The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds."} {"creature_name":"Ogre","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-3)","WIS":"7 (-2)","CHA":"7 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"59 (7d10+21)","armor_class":"11 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Greatclub.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. ***Javelin.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage."} {"creature_name":"Ogre Battering Ram","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-2)","WIS":"7 (-1)","CHA":"7 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"59 (7d10 + 21)","armor_class":"14 (ring mail)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Siege Monster.*** The ogre deals double damage to objects and structures.","actions":"***Bash*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. ***Block the Path*** Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn."} {"creature_name":"Ogre Bolt Launcher","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"5 (-2)","WIS":"7 (-1)","CHA":"7 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"59 (7d10 + 21)","armor_class":"13 (hide armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bolt Launcher*** Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage. ***Fist*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage."} {"creature_name":"Ogre Chain Brute","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-2)","WIS":"7 (-1)","CHA":"7 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"59 (7d10 + 21)","armor_class":"11 (hide armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Chain Smash (Recharge 6)*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. ***Chain Sweep*** The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. ***Fist*** Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage."} {"creature_name":"Ogre Chieftain, Corrupted","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-3)","WIS":"7 (-2)","CHA":"8 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"127 (15d10 + 45)","armor_class":"17 (splint)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"STR +8, CON +6, CHA +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below ***Mutation.*** 1 - Armored Hide The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 2 - Extra Arm The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks. 3 - Savant The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate. 4 - Terrifying The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours.","actions":"***Greatclub.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ***Javelin.*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ***Multiattack.*** The corrupted ogre chieftain makes two melee attacks."} {"creature_name":"Ogre Howdah","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-2)","WIS":"7 (-1)","CHA":"7 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, giant","skills":"","speed":"40 ft.","hit_points":"59 (7d10 + 21)","armor_class":"13 (breastplate)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Howdah.*** The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.","actions":"***Mace*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Ogre Zombie","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"6 (-2)","CON":"18 (+4)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"understands common and giant but can't speak","skills":"","speed":"30 ft.","hit_points":"85 (9d10+36)","armor_class":"8","senses":"darkvision 60 ft.","saving_throws":"WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Morningstar.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Ogremoch","creature_source":"Elemental Evil","STR":"26 (+8)","DEX":"11 (0)","CON":"28 (+9)","INT":"11 (0)","WIS":"15 (+2)","CHA":"22 (+6)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":25000,"creature_cr":20,"languages":"common, terran","skills":"","speed":"50 ft., burrow 50 ft.","hit_points":"526 (27d20+243)","armor_class":"20 (natural armor)","senses":"blindsight 120 ft., tremorsense 120 ft.","saving_throws":"STR +14, CON +15, WIS +8","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone","abilities":"***Create Gargoyle (Costs 3 Actions).*** Ogremoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch's commands and fights until destroyed. ***Empowered Attacks.*** Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. ***Illuminating Crystals.*** Ogremoch's crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. ***Innate Spellcasting.*** Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will meld into stone, move earth, wall of stone<\/i> ***Legendary Resistance (3/Day).*** If Ogremoch fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Ogremoch has advantage on saving throws against spells and other magical effects. ***Siege Monster.*** Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks. ***Stomp (Costs 2 Actions).*** Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone. The ogremoch 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 ogremoch regains spent legendary actions at the start of its turn.","actions":"***Boulder.*** Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. ***Multiattack.*** Ogremoch makes two slam attacks. ***Slam.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. ***Summon Elementals (1/Day).*** Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points."} {"creature_name":"Oil Shark","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"15 (+2)","CON":"17 (+3)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +4","speed":"swim 60 ft.","hit_points":"114 (12d12 + 36)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft., passive perception 14","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Keen Smell.*** The oil shark has advantage on Wisdom (Perception) checks that rely on smell. ***Liquid Fire.*** The oil shark is only known to inhabit the Sea of Fire in the Plane of Molten Skies and the Plane of Fire, and therefore can breathe in liquid fire and underwater.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 14 (4d6) fire damage."} {"creature_name":"Oinoloth","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"17 (+3)","CON":"18 (+4)","INT":"17 (+3)","WIS":"16 (+3)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":8400,"creature_cr":12,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Deception +8, Intimidation +8, Perception +7","speed":"40 ft.","hit_points":"126 (12d10 + 60)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 17","saving_throws":"CON +8, WIS +7","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Bringer of Plagues (Recharge 5-6).*** As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. ***Innate Spellcasting.*** The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will darkness, detect magic, dispel magic, invisibility <\/i>(self only) * 1/day each feeblemind, globe of invulnerability, wall of fire, wall of ice<\/i> ***Magic Resistance.*** The oinoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The oinoloth's weapon attacks are magical.","actions":"***Claw*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. ***Corrupted Healing (Recharge 6)*** The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. ***Multiattack*** The oinoloth uses its Transfixing Gaze and makes two claw attacks. ***Teleport*** The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ***Transfixing Gaze*** The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours."} {"creature_name":"Olhydra","creature_source":"Elemental Evil","STR":"21 (+5)","DEX":"22 (+6)","CON":"24 (+7)","INT":"17 (+3)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":20000,"creature_cr":18,"languages":"aquan","skills":"","speed":"50 ft., swim 100 ft.","hit_points":"324 (24d12+168)","armor_class":"18 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"STR +11, CON +13, WIS +10","damage_immunities":"acid, cold, poison","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Crush.*** One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning damage. ***Empowered Attacks.*** Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. ***Fling (Costs 2 Actions).*** Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. ***Innate Spellcasting.*** Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components * At will wall of ice<\/i> * 3/day ice storm<\/i> * 1/day storm of vengeance<\/i> ***Legendary Resistance (3/Day).*** If Olhydra fails a saving throw, she can choose to succeed instead. ***Magic Resistance.*** Olhydra has advantage on saving throws against spells and other magical effects. The olhydra 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 olhydra regains spent legendary actions at the start of its turn. ***Water Form.*** Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing. ***Water to Acid (Costs 3 Actions).*** Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn.","actions":"***Multiattack.*** Olhydra makes two slam attacks or two water jet attacks. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her. ***Summon Elementals (1/Day).*** Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points. ***Water Jet.*** Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw."} {"creature_name":"One-Eyed Shiver","creature_source":"Elemental Evil","STR":"10 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"13 (+1)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common","skills":"Arcana +3, Perception +3, Intimidation +5","speed":"30 ft.","hit_points":"49 (9d8+9)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chilling Mist.*** While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage. ***Spellcasting.*** The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) chill touch, mage hand<\/i> * 1st level (4 slots) fog cloud, mage armor, thunderwave<\/i> * 2nd level (3 slots) mirror image, misty step<\/i> * 3rd level (2 slots) fear<\/i>","actions":"***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Eye of Frost.*** The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check."} {"creature_name":"Oni","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"11 (0)","CON":"16 (+3)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"giant","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"common, giant","skills":"Arcana +5, Deception +8, Perception +4","speed":"30 ft., fly 30 ft.","hit_points":"110 (13d10+39)","armor_class":"16 (chain mail)","senses":"darkvision 60 ft.","saving_throws":"DEX +3, CON +6, WIS +4, CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components * At will darkness, invisibility<\/i> * 1/day each charm person, cone of cold, gaseous form, sleep<\/i> ***Magic Weapons.*** The oni's weapon attacks are magical. ***Regeneration.*** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.","actions":"***Change Shape.*** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. ***Claw (Oni Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ***Glaive.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. ***Multiattack.*** The oni makes two attacks, either with its claws or its glaive."} {"creature_name":"Onyx Deer","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"15 (+2)","CON":"17 (+3)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"understands sylvan but can't speak","skills":"Perception +3","speed":"40 ft.","hit_points":"76 (9d10 + 27)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"petrified","abilities":"***Keen Smell.*** The onyx deer has advantage on Wisdom (Perception) checks that rely on smell. ***Onyx Bite.*** Creatures bitten by an onyx deer must succeed on a Constitution saving throw or slowly begin to turn into onyx (included in the attack).","actions":"***Bellow (Recharge 5-6).*** The onyx deer unleashes a rumbling bellow. Each creature that is within 60 feet of the onyx deer and able to hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the creature must make a DC 14 Constitution saving throw. On a failed save, the creature magically begins to turn to onyx and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified in onyx until freed by a greater restoration spell or other magic. ***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Multiattack.*** The onyx deer makes four attacks: one bite, one gore, and two with its hooves."} {"creature_name":"Oozasis","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"5 (-3)","CON":"20 (+5)","INT":"12 (+1)","WIS":"22 (+6)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"understands all languages but can't speak, telepathy 120 ft.","skills":"Deception +8, History +5, Insight +10, Perception +10","speed":"20 ft., climb 20 ft., swim 20 ft.","hit_points":"217 (14d20 + 70)","armor_class":"7","senses":"blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive perception 20","saving_throws":"INT +5, WIS +10, CHA +8","damage_immunities":"acid","damage_resistances":"fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The oozasis can move through a space as narrow as 1 inch wide without squeezing. ***Mirage.*** As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled. ***Waters of Unfathomable Compulsion.*** Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream.","actions":"***Engulf.*** The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis. ***Multiattack.*** The oozasis makes two pseudopod attacks. ***Pseudopod.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time. ***Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest).*** The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures."} {"creature_name":"Ooze Golem","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"5 (-3)","CON":"20 (+5)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"construct","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"94 (9d10 + 45)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 10","saving_throws":"","damage_immunities":"acid, cold, poison, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","abilities":"***Acid.*** A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. ***Amorphous.*** The golem can move through a space as narrow as 1 inch wide without squeezing. ***Death Throes.*** When the ooze golem drops to 0 hit points, its body explodes in a 10-foot sphere. Creatures in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. The area of the golem's death throes remains acidic for 1 minute after death, and any creature that begins its turn in the area or enters it is affected as well. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The golem's weapon attacks are magical. ***Regeneration.*** The ooze golem regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point. ***Spider Climb.*** The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Multiattack.*** The ooze golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) acid damage."} {"creature_name":"Ooze Master","creature_source":"Tales From The Yawning Portal","STR":"16 (+3)","DEX":"1 (-5)","CON":"20 (+5)","INT":"17 (+3)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"huge","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"common, primordial, thayan","skills":"Arcana +7, Insight +4","speed":"30 ft., climb 30 ft.","hit_points":"138 (12d12+60)","armor_class":"9 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"INT +7, WIS +4","damage_immunities":"acid, cold, poison","damage_resistances":"lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone","abilities":"***Corrosive Form.*** A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage. The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Instinctive Attack.*** When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action. ***Instinctive Charm.*** If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect. ***Source.*** tales from the yawning portal, page 241 ***Spellcasting.*** The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared * Cantrips (at will) acid splash, friends, mage hand, poison spray<\/i> * 1st level (4 slots) charm person, detect magic, magic missile, ray of sickness<\/i> * 2nd level (3 slots) detect thoughts, Melf's acid arrow, suggestion<\/i> * 3rd level (3 slots) fear, slow, stinking cloud<\/i> * 4th level (3 slots) confusion, Evard's evard's black tentacles<\/i> * 5th level (1 slot) cloudkill<\/i> ***Spider Climb.*** The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Undead Nature.*** The ooze master doesn't require air, food, drink, or sleep.","actions":"***Pseudopod.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage."} {"creature_name":"Ophidian","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"17 (+3)","CON":"15 (+2)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, ophidian","skills":"Perception +3, Stealth +5","speed":"30 ft.","hit_points":"32 (5d8 + 10)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The ophidian has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Blinding Spray. (Recharge 5-6).*** The ophidian spews forth a 20-foot cone of viscous liquid. All creatures in this area must succeed on a DC 12 Dexterity saving or be blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Snake Hands.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour."} {"creature_name":"Orc","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"7 (-2)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common, orc","skills":"Intimidation +2","speed":"30 ft.","hit_points":"15 (2d8+6)","armor_class":"13 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.","actions":"***Greataxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. ***Javelin.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Orc Blade of Ilneval","creature_source":"Volos Guide","STR":"17 (+3)","DEX":"11 (0)","CON":"17 (+3)","INT":"10 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, orc","skills":"Insight +3, Intimidation +4, Perception +3","speed":"30 ft.","hit_points":"60 (8d8+24)","armor_class":"18 (chain mail, shield)","senses":"darkvision 60 ft.","saving_throws":"WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Foe Smiter of Ilneval.*** The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).","actions":"***Ilneval's Command (Recharges 4-6).*** Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack. ***Javelin.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. ***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands. ***Multiattack.*** The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks."} {"creature_name":"Orc Claw of Luthic","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"15 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, orc","skills":"Intimidation +2, Medicine +4, Survival +4","speed":"30 ft.","hit_points":"45 (6d8+18)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Source.*** Volo's Guide to Monsters, p. 183 ***Spellcasting.*** The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared * Cantrips (at will) guidance, mending, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, cure wounds, guiding bolt<\/i> * 2nd level (3 slots) augury, warding bond<\/i> * 3rd level (2 slots) bestow curse, create food and water<\/i>","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. ***Multiattack.*** The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining."} {"creature_name":"Orc Eye of Gruumsh","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"17 (+3)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, orc","skills":"Intimidation +3, Religion +1","speed":"30 ft.","hit_points":"45 (6d8+18)","armor_class":"16 (ring mail, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Gruumsh's Fury.*** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). ***Spellcasting.*** The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared * Cantrips (at will) guidance, resistance, thaumaturgy<\/i> * 1st level (4 slots) bless, command<\/i> * 2nd level (2 slots) augury, spiritual weapon <\/i>(spear)","actions":"***Spear.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Orc Hand of Yurtrus","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"11 (0)","CON":"16 (+3)","INT":"11 (0)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"understands common and orc but can't speak","skills":"Arcana +2, Intimidation +1, Medicine +4, Religion +2","speed":"30 ft.","hit_points":"30 (4d8+12)","armor_class":"12 (hide armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Source.*** Volo's Guide to Monsters, p. 184 ***Spellcasting.*** The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared * Cantrips (at-will) guidance, mending, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, detect magic, inflict wounds, protection from evil and good<\/i> * 2nd level (3 slots) blindness/deafness, silence<\/i>","actions":"***Touch of the White Hand.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage."} {"creature_name":"Orc Nurtured One of Yurtrus","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"8 (-1)","CON":"16 (+3)","INT":"7 (-2)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common, orc","skills":"","speed":"30 ft.","hit_points":"30 (4d8+12)","armor_class":"9","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Corrupted Carrier.*** When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. ***Nurtured One of Yurtrus.*** The orc has advantage on saving throws against poison and disease.","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage. ***Corrupted Vengeance.*** The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait."} {"creature_name":"Orc Red Fang of Shargaas","creature_source":"Volos Guide","STR":"11 (0)","DEX":"16 (+3)","CON":"15 (+2)","INT":"9 (-1)","WIS":"11 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, orc","skills":"Intimidation +1, Perception +2, Stealth +5","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"15 (studded leather armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. ***Hand of Shargaas.*** The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). ***Shargaas's Sight.*** Magical darkness doesn't impede the orc's darkvision. ***Slayer.*** In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.","actions":"***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage. ***Multiattack.*** The orc makes two scimitar or dart attacks. ***Scimitar.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage. ***Veil of Shargaas (Recharges after a Short or Long Rest).*** The orc casts darkness without any components. Wisdom is its spellcasting ability."} {"creature_name":"Orc War Chief","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"12 (+1)","CON":"18 (+4)","INT":"11 (0)","WIS":"11 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, orc","skills":"Intimidation +5","speed":"30 ft.","hit_points":"93 (11d8+44)","armor_class":"16 (chain mail)","senses":"darkvision 60 ft.","saving_throws":"STR +6, CON +6, WIS +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ***Gruumsh's Fury.*** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).","actions":"***Battle Cry (1/Day).*** Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. ***Greataxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage. ***Multiattack.*** The orc makes two attacks with its greataxe or its spear. ***Spear.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Orcus","creature_source":"Mordenkainens Tome Of Foes","STR":"27 (+8)","DEX":"14 (+2)","CON":"25 (+7)","INT":"20 (+5)","WIS":"20 (+5)","CHA":"25 (+7)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":90000,"creature_cr":26,"languages":"all, telepathy 120 ft.","skills":"Arcana +12, Perception +12","speed":"40 ft., fly 40 ft.","hit_points":"405 (30d12 + 210)","armor_class":"17 (natural armor), 20 with the Wand of Orcus","senses":"truesight 120 ft., passive perception 22","saving_throws":"DEX +10, CON +15, WIS +13","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***A Taste of Undeath*** Orcus casts chill touch (17th level). ***Creeping Death (Costs 2 Actions)*** Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage. ***Innate Spellcasting.*** Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will chill touch <\/i>(17th level), detect magic<\/i> * 3/day each create undead, dispel magic<\/i> * 1/day time stop<\/i> ***Legendary Resistance (3/Day).*** If Orcus fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Orcus has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Orcus's weapon attacks are magical. ***Master of Undeath.*** When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. Orcus 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. Orcus regains spent legendary actions at the start of his turn. ***Tail*** Orcus makes one tail attack. ***Wand of Orcus.*** The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.","actions":"***Multiattack*** Orcus makes two Wand of Orcus attacks. ***Tail*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. ***Wand of Orcus*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage."} {"creature_name":"Orcus, Demon Prince of the Undead","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"21 (+5)","CON":"30 (+10)","INT":"27 (+8)","WIS":"27 (+8)","CHA":"30 (+10)","creature_size":"huge","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":330000,"creature_cr":35,"languages":"all, telepathy 360 ft.","skills":"History +18, Perception +18, Religion +18","speed":"40 ft., fly 60 ft.","hit_points":"825 (50d12 + 500)","armor_class":"25 (natural armor)","senses":"truesight 120 ft., passive perception 28","saving_throws":"DEX +15, CON +20, WIS +18, CHA +20","damage_immunities":"lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attunement.*** To attune to the artifact, you must bathe yourself and the Wand of Orcus in the blood of a Solar Angel. ***Aura of Death.*** Any living creature is unable to take short or long rests within 300 feet of the Wand of Orcus. If any creature who is not Orcus touches the Wand of Orcus, it must succeed on a DC 17 Charisma saving throw or drop to 0 hit points and begin dying. On a successful saving throw, the creature takes 6d6 necrotic damage. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Orcus can suppress this effect from any locations. ***Beckon Army of the Dead.*** While in its lair, Orcus can use the wand to summon an undead army that consists of * 10 skeletons * 5 zombies * 3 ghouls * 3 specters * 2 wights * 1 mummy These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Orcus and obey its commands until they are destroyed or until it dismisses them as an action. Orcus can only use this lair action every 24 hours unless it is in the Palace of Bones on Thanatos, the level of the Abyss it rules. Orcus may use it on each subsequent initiative 20 at will if on that plane. ***Bone Cage.*** Orcus causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15; hp 30; vulnerability to bludgeoning damage; resistance to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is restrained. ***Charnel Wind (Costs 3 Actions).*** A putrid, carrion wind erupts from Orcus in a 30-foot radius centered on it and lasts until the end of Orcus's next turn. All non-undead creatures within this area must succeed on a DC 24 Constitution saving throw against disease or be poisoned until the end of Orcus's next turn. While poisoned in this way, the creature can take either an action or a bonus action on its turn, not both, and it can't take reactions. On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row ***Destruction.*** The Wand of Orcus can only be destroyed if Orcus is truly slain and destroyed. If Orcus is permanently slain, the Wand of Orcus becomes brittle and can be easily smashed into dust. ***Devouring Darkness (Costs 2 Actions).*** Orcus chooses a point that it can see within 100 feet of it. A cloud of darkness erupts from that point and lasts for 1 minute. The area is heavily obscured and each creature in the area must make a DC 24 Constitution saving throw, taking 28 (8d6) necrotic damage on a failure, or half as much damage on a success. Creatures slain by the devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds. ***Fountain of Blood.*** Orcus chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24 Dexterity saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a success. The region containing Orcus's lair is warped by its magic. If a creature within 10 miles of Orcus' lair dies, roll a d20. On a 19 or 20, the creature rises as a zombie under Orcus' control. If Orcus dies, this effect fade over the course of 1d10 days. Rod, artifact (requires attunement)<\/i> The mighty Wand of Orcus is a huge, black, skull-tipped rod, fully 6-feet in length. Its head is an ancient, bleached jawless skull, whose eye sockets glow with ruddy, red light. It exudes an aura of primeval menace, chilling the soul and the body with the cold of the grave. ***Innate Spellcasting.*** Orcus's spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). Orcus can innately cast the following spells, requiring no material components * At will animate dead, chill touch <\/i>(17th level), detect magic<\/i> * 7/day create undead<\/i> * 5/day eyebite<\/i> * 3/day each circle of death, finger of death<\/i> ***Legendary Resistance (3/day).*** If Orcus fails a saving throw, it can choose to succeed instead. ***Lord of the Grave.*** Orcus always casts animate dead or create undead at maximum level and without any restrictions. Creatures created by these spells remain under its control indefinitely. ***Magic Resistance.*** Orcus has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The Wand of Orcus functions as a magic mace that has a +3 bonus to attack and damage rolls made with this weapon. It deals 4d6 bludgeoning damage on a hit. It also functions as a sword of wounding. ***Magic Weapons.*** Orcus's attacks are magical. ***Sentience.*** The Wand of Orcus is a sentient chaotic evil magic item, with an Intelligence of 20, a Wisdom of 18, and a Charisma of 23. It has truesight out to 120 feet and understands Abyssal and Infernal. It can communicate with its wielder telepathically. Its goal is the subjugation and destruction of all realms under the all encompassing gaze of Orcus. It will attempt to sway or control an attuned creature to further the goals of Orcus. The Wand of Orcus is evil, wholly so. The wand's telepathic messages are quiet and breathy, almost a wet wheeze through diseased lungs. It is not averse to assisting an attuned wielder's temporary goals, as long as they are not inimical to its long-term goal of turning all planes of existence into fields of undead. ***Special equipment.*** Orcus wields its iconic rod, the Wand of Orcus. ***Spellcasting.*** You can use an action to cast the following spells at will blight, darkness,<\/i> or speak with dead<\/i>. The Wand of Orcus has 20 charges, which can be used to cast the following spells animate dead <\/i>(3 or more charges), bestow curse <\/i>(2 charges), circle of death <\/i>(6 charges), contagion <\/i>(5 charges), create undead <\/i>(6 or more charges), finger of death <\/i>(7 charges), harm <\/i>(6 charges), or power word kill <\/i>(9 charges). The Wand of Orcus recovers all charges each midnight. ***Tail.*** Orcus makes one tail attack. Orcus 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. Orcus regains spent legendary actions at the start of its turn.","actions":"***Aura of Death.*** Each non-undead creature that starts its turn within 20 feet of Orcus takes 17 (5d6) necrotic damage. ***Aura of Enfeeblement (Recharge 5-6).*** Black beams of negative energy surround Orcus in a 20-foot radius centered on it. Each creature in this area must make a DC 24 Constitution saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength for 1 minute. A weakened 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 Orcus's Aura of Enfeeblement for the next 24 hours. ***Multiattack.*** Orcus makes two Wand of Orcus attacks. ***Tail.*** Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 22 (4d10) poison damage. ***Teleport.*** Orcus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ***Wand of Orcus.*** Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and the target must make a DC 17 Charisma saving throw, dropping to 0 hit points on failure, or, on a success, the target takes 21 (6d6) necrotic damage."} {"creature_name":"Oreioth","creature_source":"Elemental Evil","STR":"8 (-1)","DEX":"13 (+1)","CON":"14 (+2)","INT":"16 (+3)","WIS":"9 (-1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, common","skills":"Arcana +5, Investigation +5, Medicine +1","speed":"30 ft.","hit_points":"39 (6d8+12)","armor_class":"11 (14 with mage armor)","senses":"","saving_throws":"WIS +1","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Grim Harvest.*** Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level. ***Spellcasting.*** Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared * Cantrips (at will) chill touch, minor illusion, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) false life, mage armor, magic missile, ray of sickness<\/i> * 2nd level (3 slots) crown of madness, misty step<\/i> * 3rd level (3 slots) animate dead, vampiric touch<\/i> ***Swift Animation (Recharges after a Long Rest).*** When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time.","actions":"***Dagger.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {"creature_name":"Oren Yogilvy","creature_source":"Storm Kings Thunder","STR":"8 (-1)","DEX":"13 (+1)","CON":"12 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"small","creature_type":"humanoid (strongheart halfling)","creature_alignment":"chaotic good","creature_xp":10,"creature_cr":0,"languages":"common, halfling","skills":"Perception +2, Performance +7, Persuasion +5","speed":"25 ft.","hit_points":"9 (2d6+2)","armor_class":"11","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"Oren came to Nurthfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body. **Ideal ** \"Music is food for the soul.\" **Bond ** \"You had me at \"Can I buy you a drink.\" **Flaw ** \"I have a knack for putting myself in harm's way. Good thing I'm lucky!\" ***Halfling Nimbleness.*** Oren can move through the space of any creature that is of a size large than his. ***Lucky.*** When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. ***Stout Resilience.*** Oren has advantage on saving throws against poison","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 3 (1d4+1) piercing damage. Duvessa carries only one dagger."} {"creature_name":"Orobas Devil","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"14 (+2)","CON":"28 (+9)","INT":"23 (+6)","WIS":"26 (+8)","CHA":"21 (+5)","creature_size":"large","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"celestial, darakhul, draconic, giant, infernal, undercommon, void speech; telepathy 100 ft.","skills":"Deception +10, History +11, Insight +13, Perception +13, Persuasion +10","speed":"40 ft.","hit_points":"261 (14d10 + 126)","armor_class":"19 (natural armor)","senses":"truesight 90 ft., passive perception 23","saving_throws":"STR +13, DEX +7, CON +14, WIS +13","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components Constant detect evil and good At will augury, protection from evil and good, teleport (self plus 50 lb of objects only) 5/day each bestow curse, fireball, scorching ray 3/day each antimagic field, chain lightning, contact other plane, dimension door, wall of fire 1/day each eyebite, find the path, foresight ***Knowing (3/day).*** An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check. ***Magic Resistance.*** The orobas has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The orobas's weapon attacks are magical. ***Sage Advice.*** An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Flail.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage. ***Multiattack.*** The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp. ***Stomp.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."} {"creature_name":"Orog","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"12 (+1)","CON":"18 (+4)","INT":"12 (+1)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (orc)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, orc","skills":"Intimidation +5, Survival +2","speed":"30 ft.","hit_points":"42 (5d8+20)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.","actions":"***Greataxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. ***Javelin.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Multiattack.*** The orog makes two greataxe attacks."} {"creature_name":"Orthon","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"16 (+3)","CON":"21 (+5)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"common, infernal, telepathy 120 ft.","skills":"Perception +10, Stealth +11, Survival +10","speed":"30 ft., climb 30 ft.","hit_points":"105 (10d10 + 50)","armor_class":"17 (half plate)","senses":"darkvision 120 ft., truesight 30 ft., passive perception 20","saving_throws":"DEX +7, CON +9, WIS +6","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Invisibility Field.*** The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. ***Magic Resistance.*** The orthon has advantage on saving throws against spells and other magical effects.","actions":"***Brass Crossbow*** Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: ***Infernal Dagger*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 1. ***Acid*** The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. 2. ***Blindness (1/Day)*** The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. 3. ***Concussion*** The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. 4. ***Entanglement*** The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. 5. ***Paralysis (1/Day)*** The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. ***Tracking*** For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there."} {"creature_name":"Ostinato","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"20 (+5)","CON":"15 (+2)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":1100,"creature_cr":4,"languages":"telepathy 200 ft.","skills":"Perception +3","speed":"fly 50 ft. (hover)","hit_points":"39 (6d8 + 12)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Incorporeal Movement.*** The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Invisibility.*** The ostinato is invisible as per a greater invisibility spell. ***Magic Resistance.*** The ostinato has advantage on saving throws against spells and other magical effects.","actions":"***Aural Symbiosis (1/Day).*** One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends. ***Cacophony Ray.*** Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage. ***Multiattack.*** The ostinato makes two cacophony ray attacks. ***Voracious Aura (1/Day).*** While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."} {"creature_name":"Othovir","creature_source":"Storm Kings Thunder","STR":"11 (0)","DEX":"10 (0)","CON":"13 (+1)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (illuskan human)","creature_alignment":"lawful neutral","creature_xp":10,"creature_cr":0,"languages":"common, elvish","skills":"Deception +5, Insight +4, Persuasion +5","speed":"30 ft.","hit_points":"16 (3d8 + 3)","armor_class":"10 (13 with mage armor)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Spellcasting. Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared * Cantrips (at will) blade ward, fire bolt, mending, prestidigitation<\/i> * 1st level (3 slots) mage armor, thunderwave, witch bolt<\/i> **Parry.** Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon. Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name. **Ideal ** Find what you do well, and do it to the best of your ability. **Bond ** I won't allow my name to be tarnished. **Flaw ** I get angry when others pry into my private life.","actions":"**Rapier.** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage."} {"creature_name":"Otyugh","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"11 (0)","CON":"19 (+4)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"otyugh","skills":"","speed":"30 ft.","hit_points":"114 (12d10+48)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"CON +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Limited Telepathy.*** The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The otyugh makes three attacks: one with its bite and two with its tentacles. ***Tentacle Slam.*** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. ***Tentacle.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target."} {"creature_name":"Owl","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3, Stealth +3","speed":"5 ft., fly 60 ft.","hit_points":"1 (1d4-1)","armor_class":"11","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.","actions":"***Talons.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage."} {"creature_name":"Owl Harpy","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"17 (+3)","CON":"16 (+3)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, abyssal, giant","skills":"Performance +7, Stealth +6","speed":"20 ft., fly 80 ft. (hover).","hit_points":"112 (15d8 + 45)","armor_class":"14","senses":"blindsight 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"thunder","condition_immunities":"","abilities":"***Dissonance.*** The owl harpy can't use its blindsight while deafened. ***Innate Spellcasting.*** The owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components 3/day darkness ***Quiet Flight.*** The owl harpy gains an additional +3 to Stealth (+9 in total) while flying.","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ***Hovering Darkness.*** An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning. ***Luring Song.*** The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours. ***Multiattack.*** The owl harpy makes two claw attacks and two talon attacks. ***Talons.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."} {"creature_name":"Owlbear","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"12 (+1)","CON":"17 (+3)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"Perception +3","speed":"40 ft.","hit_points":"59 (7d10+21)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.","actions":"***Beak.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws."} {"creature_name":"Ox","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"15 (2d10+4)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Beast of Burden.*** The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity. ***Charge.*** If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Panther","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"15 (+2)","CON":"10 (0)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +4, Stealth +6","speed":"50 ft., climb 40 ft.","hit_points":"13 (3d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The panther has advantage on Wisdom (Perception) checks that rely on smell. ***Pounce.*** If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {"creature_name":"Paper Drake","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"17 (+3)","CON":"16 (+3)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"small","creature_type":"dragon","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"common, draconic, dwarvish, elvish","skills":"","speed":"40 ft., fly 100 ft.","hit_points":"78 (12d6 + 36)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralysis, unconscious","abilities":"***Refold (Recharge 5-6).*** A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats. ***Shelve.*** A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. ***Multiattack.*** The drake makes one bite attack, one claw attack, and one tail attack. ***Tail (Recharge 5-6).*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round."} {"creature_name":"Pazuzu, Demon Prince of Air","creature_source":"Tome Of Horrors","STR":"25 (+7)","DEX":"20 (+5)","CON":"27 (+8)","INT":"18 (+4)","WIS":"19 (+4)","CHA":"23 (+6)","creature_size":"large","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":105000,"creature_cr":27,"languages":"auran, aquan, abyssal, celestial, common, draconic, giant, infernal, terran; telepathy 120 ft.","skills":"Acrobatics +13, Arcana +12, Athletics +15, Deception +14, Insight +12, Perception +12, Stealth +13, Survival +12","speed":"40 ft., fly 80 ft.","hit_points":"364 (27d10 + 216)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"STR +15, DEX +13, CON +16, WIS +12","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attunement.*** If you attempt to attune to Carriontooth, your maximum hit points are reduced by 10 unless your alignment is chaotic evil. This reduction remains as long as you remain attuned to Carriontooth; magic cannot return the lost hit points. ***Aviary.*** Avian creatures crowd into the area surrounding Pazuzu's lair and have advantage on saving throws against magical effects that charm or frighten them cast by creatures other than Pazuzu himself. ***Clairvoyance.*** Pazuzu can hear its name spoken by any creature in any language within 10 miles of its lair. It knows the exact location of the creature who spoke its name. Weapon (greatsword), artifact (requires attunement)<\/i> This single-edged, blood-stained greatsword is the personal weapon of the demon lord Pazuzu. Legend has it Pazuzu created the weapon from the claw of a bird goddess it dueled and lost to before being trapped in the skies above the Abyss. Carriontooth is serrated and jagged, rending flesh as it slices and slashes. ***Destruction.*** To destroy Carriontooth, it must be used to slay Pazuzu, and then returned to the bird goddess whose claw it was made from; the goddess needs to only touch it to undo the artifact. ***Evasion.*** If Pazuzu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Pazuzu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Flyby.*** Pazuzu doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Gale.*** Pazuzu causes strong winds to immediately gust, choosing a 60-foot cube within its lair that wraps around corners (Pazuzu does not need to see this area). Any creatures within this area must make a DC 22 Strength saving throw or be pushed 60 feet in a random direction and be knocked prone. If this would push that creature into a solid surface, the target takes 1d6 bludgeoning damage per 10 feet traveled. ***Innate Spellcasting.*** Pazuzu's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will animal messenger, arcane eye, call lightning, detect magic, featherfall, giant insect, gust of wind, insect plague, lightning bolt, sending, wind wall <\/i>(no concentration necessary) * 3/day each control weather, darkness, dispel magic, dominate person, freedom of movement, suggestion<\/i> * 1/day storm of vengeance<\/i> ***Insect Storm.*** Pazuzu causes a storm of swarming insects to fill a 30- foot cube. Until the next initiative count 20, that area is heavily obscured, and all creatures within the cube treat the area as difficult terrain. The region containing Pazuzu's lair is warped by its magic, creating one or more of the following effects ***Legendary Resistance (3/day).*** If Pazuzu fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Pazuzu has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** You gain a +3 bonus to attack and damage rolls made with this weapon. Carriontooth also functions as a sword of sharpness, a sword of wounding and a vicious weapon. ***Magic Weapons.*** Pazuzu's weapon attacks are magical. ***Natural Enmity.*** Celestials of all kinds find Carriontooth abhorrent and are always hostile to you if you carry the weapon. ***Possess (Costs 2 Actions).*** Pazuzu uses its dominate person innate spellcasting ability. If it casts it as a legendary action, it does not need to maintain concentration. ***Rend.*** You deal an additional 6d6 necrotic damage when you hit with Carriontooth. ***Shriek.*** Pazuzu releases a blast of concussive sound in a 40-foot cone. Creatures within the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 26 (4d8 + 8) thunder damage and is pushed 15 feet. On a successful saving throw, the target takes half damage and is not pushed. ***Special Equipment.*** Pazuzu wields the greatsword Carriontooth. Pazuzu 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. Pazuzu regains spent legendary actions at the start of its turn. ***Tempests.*** Strong winds whip through the area around Pazuzu's lair, and lightning storms crash through the days and nights. ***Unholy Aura.*** An unholy aura surrounds Pazuzu out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 22 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Wing Attack (Costs 2 Actions).*** Pazuzu beats its wings. Each creature within 15 feet of Pazuzu must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Pazuzu can then fly up to half its flying speed. On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; Pazuzu can't use the same effect two rounds in a row","actions":"***Carriontooth.*** Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) slashing damage plus 21 (6d6) necrotic damage. ***Claws.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage. ***Corrosive Gas (Recharge 5-6).*** Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a successful one. ***Dominate Aerial Creature.*** Pazuzu can target up to six beasts or monstrosities with a fly speed and an Intelligence lower than 8 and cause them to make a DC 22 Wisdom saving throw. On a failed saving throw, the target is charmed by Pazuzu for 24 hours. The charmed target obeys Pazuzu's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this ability for the next 24 hours. Pazuzu can have up to six targets charmed at a time. If it charms another, it can end the charmed condition on one target of its choice. ***Multiattack.*** Pazuzu makes two attacks with Carriontooth and two attacks with its claws. ***Summon (1/day).*** Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Pazuzu, but can't summon other demons. It remains for 1 minute, until it or Pazuzu is slain, or until Pazuzu takes an action to dismiss it."} {"creature_name":"Pegasus","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"large","creature_type":"celestial","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"understands celestial, common, elvish, and sylvan but can't speak","skills":"Perception +6","speed":"60 ft., fly 90 ft.","hit_points":"59 (7d10+21)","armor_class":"12","senses":"","saving_throws":"DEX +4, WIS +4, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Pentadrone","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"construct","creature_alignment":"construct","creature_xp":450,"creature_cr":2,"languages":"modron","skills":"Perception +4","speed":"40 ft.","hit_points":"32 (5d10+5)","armor_class":"16 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Axiomatic Mind.*** The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. ***Disintegration.*** If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.","actions":"***Arm.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ***Multiattack.*** The pentadrone makes five arm attacks. ***Paralysis Gas (Recharge 5-6).*** The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed 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."} {"creature_name":"Peryton","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"13 (+1)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"understands common and elvish but can't speak","skills":"Perception +5","speed":"20 ft., fly 60 ft.","hit_points":"33 (6d8+6)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dive Attack.*** If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. ***Flyby.*** The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Keen Sight and Smell.*** The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.","actions":"***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Multiattack.*** The peryton makes one gore attack and one talon attack. ***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage."} {"creature_name":"Phantom Warrior","creature_source":"Curse Of Strahd","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"8 (-1)","WIS":"10 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any languages it knew in life","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"45 (6d8+18)","armor_class":"16","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Ethereal Sight.*** The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. ***Incorporeal Movement.*** The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Spectral Armor and Shield.*** The phantom warrior's AC accounts for its spectral armor and shield.","actions":"***Etherealness.*** The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. ***Multiattack.*** The phantom warrior makes two attacks with its spectral longsword. ***Spectral Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage."} {"creature_name":"Pharblex Spattergoo","creature_source":"Tyranny Of Dragons","STR":"15 (+2)","DEX":"12 (+1)","CON":"18 (+4)","INT":"11 (0)","WIS":"16 (+3)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (bullywug)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, bullywug","skills":"Perception +5, Religion +2, Stealth +3","speed":"20 ft., swim 40 ft.","hit_points":"59 (7d8+28)","armor_class":"15 (studded leather armor, shield)","senses":"","saving_throws":"STR +4, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** Pharblex can breathe air and water. ***Poison Strike (3/Day).*** Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage. ***Spellcasting.*** Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list * Cantrips (at will) druidcraft, guidance, poison spray<\/i> * 1st level (4 slots) cure wounds, entangle, healing word, thunderwave<\/i> * 2nd level (3 slots) barkskin, beast sense, spike growth<\/i> * 3rd level (3 slots) plant growth, water walk<\/i> ***Standing Leap.*** As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet. ***Swamp Camouflage.*** Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Multiattack.*** Pharblex attacks twice. Once with his bite and once with his spear. ***Spear.*** Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Phase Spider","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"6 (-2)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"Stealth +6","speed":"30 ft., climb 30 ft.","hit_points":"32 (5d10+5)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ethereal Jaunt.*** As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."} {"creature_name":"Phasma","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"20 (+5)","CON":"15 (+2)","INT":"15 (+2)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"the languages it knew in life","skills":"","speed":"0 ft., fly 40 ft. (hover)","hit_points":"117 (18d8 + 36)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Flyby.*** The phasma doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Incorporeal Movement.*** The phasma can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The phasma's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will detect evil and good<\/i> * 3/day each dispel magic, protection from evil and good<\/i> * 1/day each banishment, (un)holy aura<\/i> ***Sunlight Sensitivity.*** While in sunlight, the phasma has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered\" grappled, paralyzed, petrified, poisoned, prone, restrained\"","actions":"* ***1.*** The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. * ***2-6.*** The creature doesn't move or take actions this turn. * ***7-8.*** The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. * ***9-10.*** The creature can act and move normally. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. ***Multiattack.*** The phasma makes two phantom touch attacks. ***Phantasmagoria (Recharge 6).*** The phasma taps into the nightmares of each creature it can see that is within 30 feet of it, creating an illusory manifestation of each target's deepest fears, visible only to that creature. Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw is immune to the phasma's Phantasmagoria for the next 24 hours. ***Phantom Touch.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage, and the target's Wisdom score is lowered by 1d6 and the phasma gains 5 temporary hit points. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest. In addition, the target must make a DC 18 Wisdom saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn."} {"creature_name":"Phlogiston Bush","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"0 ft.","hit_points":"32 (5d8 + 10)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","abilities":"***Death Throes.*** If a phlogiston bush is reduced to 0 or fewer hit points, it explodes in a concussive blast of fire in a 10-foot radius. All creatures within the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.","actions":"***Fire Bolt.*** Ranged Weapon Attack: +5 to hit, range 40 ft., one target. Hit: 10 (3d6) fire damage. ***Multiattack.*** The phlogiston bush makes two attacks with its tendrils. ***Tendrils.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage."} {"creature_name":"Phoenix","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"26 (+8)","CON":"25 (+7)","INT":"2 (-4)","WIS":"21 (+5)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral","creature_xp":15000,"creature_cr":16,"languages":"-","skills":"","speed":"20 ft., fly 120 ft.","hit_points":"175 (10d20 + 70)","armor_class":"18","senses":"darkvision 60 ft., passive perception 15","saving_throws":"WIS +10, CHA +9","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","abilities":"***Fiery Death and Rebirth.*** When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. The phoenix 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 phoenix regains spent legendary actions at the start of its turn. ***Fire Form.*** The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). ***Flyby.*** The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Illumination.*** The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. ***Legendary Resistance (3/Day).*** If the phoenix fails a saving throw, it can choose to succeed instead. ***Move*** The phoenix moves up to its speed. ***Peck*** The phoenix makes one beak attack. ***Siege Monster.*** The phoenix deals double damage to objects and structures. ***Swoop (Costs 2 Actions)*** The phoenix moves up to its speed and attacks with its fiery talons.","actions":"***Beak*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ***Fiery Talons*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. ***Multiattack*** The phoenix makes two attacks: one with its beak and one with its fiery talons."} {"creature_name":"Phooka","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"17 (+3)","CON":"12 (+1)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"common, sylvan","skills":"Perception +6, Stealth +5","speed":"30 ft.","hit_points":"27 (6d6 + 6)","armor_class":"14 (natural armor)","senses":"passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***One with Nature.*** When a phooka is slain through violence, all plants within a 100-foot radius of where it fell die and no new ones grow naturally in that area for 1 year. ***Tree Stride.*** Once on its turn, the phooka can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Phycomid","creature_source":"Tome Of Horrors","STR":"8 (-1)","DEX":"10 (+0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"small","creature_type":"plant","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Stealth +4","speed":"10 ft.","hit_points":"27 (6d6 + 6)","armor_class":"12 (natural armor)","senses":"tremorsense 30 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened, prone, stunned, unconscious","actions":"***Debilitating Spores (3/day).*** The phycomid ejects spores in a 10-foot radius. All creatures within this area must succeed a DC 13 Constitution saving throw, or take 10 (3d6) necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. ***Fluid Globule.*** Ranged Weapon Attack: +2 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage."} {"creature_name":"Pidlwick II","creature_source":"Curse Of Strahd","STR":"10 (0)","DEX":"14 (+2)","CON":"11 (0)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"10 (0)","creature_size":"small","creature_type":"construct","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"understands common but doesn't speak and can't read or write","skills":"Performance +3","speed":"30 ft.","hit_points":"10 (3d6)","armor_class":"14 (natural armor)","senses":"","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, petrified, poisoned","abilities":"***Ambusher.*** During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.","actions":"***Club.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. ***Dart.*** Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage."} {"creature_name":"Piercer","creature_source":"Monster Manual","STR":"10 (0)","DEX":"13 (+1)","CON":"16 (+3)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"3 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +5","speed":"5 ft., climb 5 ft.","hit_points":"22 (3d8+9)","armor_class":"15 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***False Appearance.*** While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. ***Spider Climb.*** The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Drop.*** Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen."} {"creature_name":"Pit Fiend","creature_source":"Monster Manual","STR":"26 (+8)","DEX":"14 (+2)","CON":"24 (+7)","INT":"22 (+6)","WIS":"18 (+4)","CHA":"24 (+7)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":25000,"creature_cr":20,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"30 ft., fly 60 ft.","hit_points":"300 (24d10+168)","armor_class":"19 (natural armor)","senses":"truesight 120 ft.","saving_throws":"DEX +8, CON +13, WIS +10","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. ***Innate Spellcasting.*** The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components * At will detect magic, fireball<\/i> * 3/day each hold monster, wall of fire<\/i> ***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The pit fiend's weapon attacks are magical.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claw.*** Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage. ***Mace.*** Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. ***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. ***Tail.*** Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."} {"creature_name":"Pixie","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"20 (+5)","CON":"8 (-1)","INT":"10 (0)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral good","creature_xp":50,"creature_cr":0.25,"languages":"sylvan","skills":"Perception +4, Stealth +7","speed":"10 ft., fly 30 ft.","hit_points":"1 (1d4-1)","armor_class":"15","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component * At will druidcraft<\/i> * 1/day each confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep<\/i> ***Magic Resistance.*** The pixie has advantage on saving throws against spells and other magical effects.","actions":"***Superior Invisibility.*** The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it."} {"creature_name":"Plague Zombie","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"understands all languages it spoke in life but can't speak","skills":"","speed":"20 ft.","hit_points":"22 (3d8 + 9)","armor_class":"8","senses":"darkvision 60 ft., passive perception 8","saving_throws":"WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Burst.*** If the plague zombie is dropped to 0 hit points, it explodes in a burst of decaying flesh. Any creature within 15 feet of the plague zombie must make a saving throw against its Zombie Rot. ***Zombie Rot.*** A creature who takes a bite or claw attack, or who is within 15 feet of the plague zombie when it drops to 0 hit points, must make a DC 13 Constitution saving throw. On a failed save, the creature contracts zombie rot. While it has zombie rot, the creature cannot regain hit points except via magical means, and it has vulnerability to slashing damage as its flesh rots. At the end of each long rest after being infected, the creature's maximum hit points are reduced by 3 (1d6) and it can repeat the saving throw, ending zombie rot on a success. Any reduction to the creature's hit point maximum is permanent until the zombie rot has been cured. The reduction ends after the creature's next long rest after being cured. If this reduction drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. ***Multiattack.*** The plague zombie makes one bite attack and one slam attack. ***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage, and the creature must make a DC 13"} {"creature_name":"Planetar","creature_source":"Monster Manual","STR":"24 (+7)","DEX":"20 (+5)","CON":"24 (+7)","INT":"19 (+4)","WIS":"22 (+6)","CHA":"25 (+7)","creature_size":"large","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":15000,"creature_cr":16,"languages":"all, telepathy 120 ft.","skills":"Perception +11","speed":"40 ft., fly 120 ft.","hit_points":"200 (16d10+112)","armor_class":"19 (natural armor)","senses":"truesight 120 ft.","saving_throws":"CON +12, WIS +11, CHA +12","damage_immunities":"","damage_resistances":"radiant, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Angelic Weapons.*** The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). ***Divine Awareness.*** The planetar knows if it hears a lie. ***Innate Spellcasting.*** The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components * At will detect evil and good, invisibility <\/i>(self only) * 3/day each blade barrier, dispel evil and good, flame strike, raise dead<\/i> * 1/day each commune, control weather, insect plague<\/i> ***Magic Resistance.*** The planetar has advantage on saving throws against spells and other magical effects.","actions":"***Greatsword.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. ***Healing Touch (4/Day).*** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. ***Multiattack.*** The planetar makes two melee attacks."} {"creature_name":"Platinum Mouse Dragon","creature_source":"Tome Of Horrors","STR":"7 (-2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"12 (+1)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":1800,"creature_cr":5,"languages":"common, draconic","skills":"Arcana +4, Nature +4, Perception +8, Stealth +9","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"44 (8d4 + 24)","armor_class":"15 (natural armor)","senses":"darkvision 30 ft., passive perception 18","saving_throws":"DEX +6, CON +6, WIS +5, CHA +5","damage_immunities":"acid, fire, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The platinum mouse dragon's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will mage hand, minor illusion, silent image<\/i> * 1/day each enlarge/reduce, invisibility, major image, see invisibility<\/i> ***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. ***Multiattack.*** The platinum mouse dragon makes one bite attack and two claw attacks. ***Radiant Breath (Recharge 5-6).*** The dragon exhales radiant light in a 20-foot line that is 1 foot wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 38 (7d10) radiant damage on a failed saving throw, or half as much damage on a successful one."} {"creature_name":"Plesiosaurus","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3, Stealth +4","speed":"20 ft., swim 40 ft.","hit_points":"68 (8d10+24)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The plesiosaurus can hold its breath for 1 hour.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage."} {"creature_name":"Poisonous Snake","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"16 (+3)","CON":"11 (0)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"2 (1d4)","armor_class":"13","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Polar Bear","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"10 (0)","CON":"16 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3","speed":"40 ft., swim 30 ft.","hit_points":"42 (5d10+15)","armor_class":"12 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws."} {"creature_name":"Poltergeist","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"14 (+2)","CON":"11 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"understands all languages it knew in life but can't speak","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"22 (5d8)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Incorporeal Movement.*** The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Invisibility.*** The poltergeist is invisible. ***Sunlight Sensitivity.*** While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Forceful Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 10 (3d6) force damage. ***Telekinetic Thrust.*** The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit."} {"creature_name":"Pombero","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"sylvan","skills":"Athletics +5, Sleight Of Hand +5, Stealth +5","speed":"30 ft.","hit_points":"90 (12d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Beast's Voice.*** The pombero can magically speak with any beast and can perfectly mimic beast sounds. ***Sneak Attack (1/turn).*** The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll. ***Soft Step.*** The pombero has advantage on Dexterity (Stealth) checks in forest terrain. ***Twisted Limbs.*** The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain.","actions":"***Charming Touch (recharge 5-6).*** The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately. ***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). ***Invisibility.*** The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks. ***Multiattack.*** The pombero uses Charming Touch if able, and makes two fist attacks."} {"creature_name":"Pony","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"10 (0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"40 ft.","hit_points":"11 (2d8+2)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Hooves.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage."} {"creature_name":"Possessed Pillar","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"8 (-1)","CON":"19 (+4)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft.","hit_points":"95 (10d10 + 40)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***False Appearance.*** While the pillar remains motionless, it is indistinguishable from a statue or a carved column. ***Immutable Form.*** The pillar is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The pillar has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The pillar's weapon attacks are magical. ***Steal Weapons.*** The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple.","actions":"***Multiattack.*** The pillar makes two slam attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."} {"creature_name":"Prehistoric Beaver","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"17 (+3)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"5 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Survival +2","speed":"30 ft., swim 40 ft.","hit_points":"52 (7d8 + 21)","armor_class":"15 (natural armor)","senses":"passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The armor-plated beaver can hold its breath for up to 20 minutes. ***Siege Monster.*** The prehistoric beaver deals double damage to objects and structures.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage."} {"creature_name":"Prehistoric Honey Badger","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"18 (+4)","INT":"7 (-2)","WIS":"11 (+0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Survival +2","speed":"30 ft., burrow 30 ft.","hit_points":"51 (6d8 + 24)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"poison; bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Keen Hearing and Smell.*** The prehistoric honey badger has advantage on Wisdom (Perception) checks based on hearing or smell. ***Relentless (Recharges after a Short or Long Rest).*** If the badger takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15). ***Crunch.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: The target suffers from broken bones and must make a DC 15 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the target cannot take any actions or reactions during that turn. If the target receives magical healing or takes a long rest, the effect ends. ***Multiattack.*** The prehistoric honey badger makes one bite attack and one crunch attack."} {"creature_name":"Prehistoric Rhinoceros (Elasmotherium)","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"10 (+0)","CON":"25 (+7)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"--","skills":"Perception +9","speed":"50 ft.","hit_points":"237 (19d10 + 133)","armor_class":"15 (natural armor)","senses":"passive perception 19","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The Elasmotherium has advantage on Wisdom (Perception) checks that rely on smell. ***Siege Monster.*** The Elasmotherium deals double damage to objects and structures. ***Trample.*** If the Elasmotherium moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Elasmotherium can make stomp on the target as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 43 (10d6 + 8) piercing damage. ***Stomp.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw on each of its turns, ending the effect on a success."} {"creature_name":"Prehistoric Rhinoceros (Embolotherium)","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"8 (-1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"40 ft.","hit_points":"76 (9d10 + 27)","armor_class":"13 (natural armor)","senses":"passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the embolotherium moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. ***Siege Monster.*** The embolotherium deals double damage to objects and structures.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage."} {"creature_name":"Priest","creature_source":"Monster Manual","STR":"10 (0)","DEX":"10 (0)","CON":"12 (+1)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":450,"creature_cr":2,"languages":"any two languages","skills":"Medicine +7, Persuasion +3, Religion +4","speed":"25 ft.","hit_points":"27 (5d8+5)","armor_class":"13 (chain shirt)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Divine Eminence.*** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. ***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared * Cantrips (at will) light, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) cure wounds, guiding bolt, sanctuary<\/i> * 2nd level (3 slots) lesser restoration, spiritual weapon<\/i> * 3rd level (2 slots) dispel magic, spirit guardians<\/i>","actions":"***Mace.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage."} {"creature_name":"Prism Spider","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +9, Stealth +11, Survival +9","speed":"30 ft., climb 30 ft.","hit_points":"71 (11d6 + 33)","armor_class":"14 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 19","saving_throws":"","damage_immunities":"varies, see below","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"varies, see below","abilities":"***Shifting Power.*** As the prism spider shifts color, its immunities and attacks change. Roll a d6 at the start of the spider's turn and consult the table below. Use the result in place of one of the spider's attacks. ***Spider Climb.*** The prism spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing. 1. Green/Acid<\/i> ***Spit Acid.*** The spider spits a 30-foot line of acid that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. 2. Orange/Fire<\/i> ***Inferno Shield.*** The spider is wreathed in intense, thick flames, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a creature within 5 feet of the spider hits it with a melee attack before the end of the prism spider's next turn, the shield erupts, dealing 27 (6d8) fire damage to the creature. 3. Grey/Disease<\/i> ***Fetid Bite.*** When the prism spider makes a bite attack, the target must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 16 (3d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. 4. Blue/Lightning<\/i> ***Shocking Aura.*** Until the end of the spider's next turn, creatures who enter or begin their turns within 15 feet of the prism spider must make a DC 16 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed saving throw, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on this saving throw. 5. White/Cold<\/i> ***Hoarfrost.*** Until the beginning of the Constitution saving throw. On a failed saving throw, the target takes 28 (8d6) cold damage. A creature who takes cold damage from this effect has their movement speed halved, cannot take reactions, and can only take one action or one bonus action on their turn. They can only make one melee or ranged attack on their turn, regardless of other class features or magic items. 6. Purple/--<\/i> ***Heal.*** The spider magically heals itself for 36 (8d8) damage, and it has advantage on saving throws against spells and other magical effects until the end of its next turn.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. ***Multiattack.*** The spider uses one of its shifting power abilities and makes a bite attack. ***Web (Recharge 5-6).*** Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; the same resistances that the prism spider is benefiting from at that time; immunity to bludgeoning, poison, and psychic damage)."} {"creature_name":"Prismatic Beetle Swarm","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"16 (+3)","CON":"12 (+1)","INT":"1 (-5)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +5","speed":"20 ft., burrow 5 ft., fly 30 ft.","hit_points":"38 (7d8 + 7)","armor_class":"13","senses":"blindsight 10 ft., darkvision 30 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Glittering Carapace.*** The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws."} {"creature_name":"Pseudodragon","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"15 (+2)","CON":"13 (+1)","INT":"10 (0)","WIS":"12 (+1)","CHA":"10 (0)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"neutral good","creature_xp":50,"creature_cr":0.25,"languages":"understands common and draconic but can't speak","skills":"Perception +3, Stealth +4","speed":"15 ft., fly 60 ft.","hit_points":"7 (2d4+2)","armor_class":"13","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. ***Limited Telepathy.*** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. ***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects. ***Variant Familiar.*** The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake."} {"creature_name":"Psoglav Demon","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"23 (+6)","CON":"20 (+5)","INT":"16 (+3)","WIS":"19 (+4)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, infernal; telepathy 60 ft.","skills":"Acrobatics +9, Perception +6, Intimidation +7, Stealth +9","speed":"40 ft., fly 60 ft.","hit_points":"115 (11d10 + 55)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft., passive perception 16","saving_throws":"DEX +9, CON +8, WIS +7, CHA +7","damage_immunities":"fire, poison","damage_resistances":"cold, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components 1/day greater invisibility ***Magic Weapon.*** The psoglav's weapon attacks are magical. ***Shadow Door (4/Day).*** The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5). ***Multiattack.*** The psoglav demon makes three bite attacks. ***Shadow Stealing Ray (Recharge 5-6).*** The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."} {"creature_name":"Pterafolk","creature_source":"Tomb Of Annihilation","STR":"15 (+2)","DEX":"13 (+1)","CON":"12 (+1)","INT":"9 (-1)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Perception +2, Survival +2","speed":"30 ft., fly 50 ft.","hit_points":"26 (4d10 +4)","armor_class":"12 (natural armor)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Terror Dive.*** If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 +2) slashing damage. ***Javelin.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +2) piercing damage. ***Multiattack.*** The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin."} {"creature_name":"Pteranodon","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"10 (0)","INT":"2 (-4)","WIS":"9 (-1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +1","speed":"10 ft., fly 60 ft.","hit_points":"13 (3d8)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage"} {"creature_name":"Purple Worm","creature_source":"Monster Manual","STR":"28 (+9)","DEX":"7 (-2)","CON":"22 (+6)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":13000,"creature_cr":15,"languages":"","skills":"","speed":"50 ft., burrow 30 ft.","hit_points":"247 (15d20+90)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., tremorsense 60 ft.","saving_throws":"CON +11, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Tunneler.*** The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. ***Multiattack.*** The worm makes two attacks: one with its bite and one with its stinger. ***Tail Stinger.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Purple Worm Zombie","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"7 (-2)","CON":"22 (+6)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"gargantuan","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":13000,"creature_cr":15,"languages":"--","skills":"","speed":"50 ft., burrow 30 ft.","hit_points":"247 (15d20 + 90)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., tremorsense 60 ft., passive perception 9","saving_throws":"WIS +4","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Tunneler.*** The worm can burrow through solid rock as half its burrow speed leaving a 10-foot-diameter tunnel in its wake. ***Undead Fortitude.*** If damage reduces the zombie purple worm to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) necrotic damage at the start of each of the worm's turns. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. ***Multiattack.*** The worm makes two attacks: one with its bite and one with its stinger. ***Tail Stinger.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Purple Wormling","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"7 (-2)","CON":"16 (+3)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"2 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"20 ft.","hit_points":"42 (5d10+15)","armor_class":"12 (natural armor)","senses":"blindsight 30 ft., tremorsense 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. ***Multiattack.*** The wormling makes two attacks: one with its bite and one with its stinger. ***Tail Stinger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Putrid Haunt","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"8 (-1)","CON":"13 (+1)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"30 ft.","hit_points":"44 (8d8 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning and piercing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Dead Still.*** Treat a putrid haunt as invisible while it's buried in swamp muck. ***Swamp Shamble.*** Putrid haunts suffer no movement penalties in marshy terrain.","actions":"***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. ***Vomit Leeches (Recharge 6).*** A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally."} {"creature_name":"Pyre Zombie","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"30 ft.","hit_points":"19 (3d8 + 6)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Magic Resistance.*** The zombie has advantage on saving throws against spells and other magical effects. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it makes a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ***Violent Combustion.*** Whenever the zombie is hit, it violently explodes. Every creature with a 5-foot radius must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a successful one.","actions":"***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 1) bludgeoning damage plus 7 (2d6) fire damage."} {"creature_name":"Qorgeth, Demon Lord Of The Devouring Worm","creature_source":"Tome Of Beasts","STR":"29 (+9)","DEX":"6 (-2)","CON":"26 (+8)","INT":"9 (-1)","WIS":"19 (+4)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"all, telepathy 120 ft.","skills":"Perception +11","speed":"50 ft., burrow 50 ft., climb 30 ft.","hit_points":"370 (20d20 + 160)","armor_class":"21 (natural armor)","senses":"blindsight 120 ft., tremorsense 120 ft., passive perception 21","saving_throws":"DEX +5, CON +15, WIS +11, CHA +11","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, exhaustion, frightened, poisoned","abilities":"***Death Roll (2 actions).*** Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically. ***Devour (3 actions).*** Qorgeth makes one bite attack. ***Innate Spellcasting.*** Qorgeth's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components. At will detect magic, black tentacles 3/day each dispel magic, fear, insect plague (biting worms) 1/day each earthquake, teleport ***Legendary Resistance (3/Day).*** If Qorgeth fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Qorgeth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Qorgeth's weapon attacks are magical. ***Qorgeth 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. Qorgeth regains spent legendary actions at the start of its turn. ***Qorgeth's Lair.*** On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can't use the same effect two rounds in a row - Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants. - A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn. - Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing). ***Regional Effects.*** The region containing Qorgeth's lair is warped by the demon lord's magic, which creates one or more of the following effects - Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent. - Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area. - Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer. If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Shriek.*** All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Tunneler.*** Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone. ***Crush.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled. ***Multiattack.*** Qorgeth makes one bite attack, two crush attacks, and one stinger attack. ***Stinger.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts."} {"creature_name":"Quadrone","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"construct","creature_alignment":"construct","creature_xp":200,"creature_cr":1,"languages":"modron","skills":"Perception +2","speed":"30 ft., fly 30 ft.","hit_points":"22 (4d8+4)","armor_class":"16 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Axiomatic Mind.*** The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. ***Disintegration.*** If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.","actions":"***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. ***Multiattack.*** The quadrone makes two fist attacks or four shortbow attacks. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Quaggoth","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (quaggoth)","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"undercommon","skills":"Athletics +5","speed":"30 ft., climb 30 ft.","hit_points":"45 (6d8+18)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Wounded Fury.*** While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The quaggoth makes two claw attacks."} {"creature_name":"Quaggoth Spore Servant","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"2 (-4)","WIS":"6 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"45 (6d8+18)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened, paralyzed, poisoned","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The spore servant makes two claw attacks."} {"creature_name":"Quaggoth Thonot","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (quaggoth)","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"undercommon","skills":"Athletics +5","speed":"30 ft., climb 30 ft.","hit_points":"45 (6d8+18)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Psionics).*** The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components * At will feather fall, mage hand <\/i>(the hand is invisible) * 1/day each cure wounds, enlarge/reduce, heat metal, mirror image<\/i> ***Wounded Fury.*** While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The quaggoth makes two claw attacks."} {"creature_name":"Quantum","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"18 (+4)","CON":"20 (+5)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"17 (+3)","creature_size":"huge","creature_type":"aberration","creature_alignment":"neutral","creature_xp":25000,"creature_cr":20,"languages":"common, quantum","skills":"Acrobatics +16, Insight +14, Perception +14, Religion +12","speed":"0 ft., fly 40 ft.","hit_points":"448 (39d12 + 195)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft., passive perception 24","saving_throws":"WIS +8, CHA +9","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Displacement.*** The quantum projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the quantum is incapacitated or has a speed of 0. ***Innate Spellcasting.*** The quantum's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast dimension door<\/i> once per day, requiring no material components. ***Quantum Form (3/day).*** A quantum can move in such a way as to appear in two places at once, at a distance no greater than 30 feet. This is a bonus action that provokes an attack of opportunity and lasts only one round. While occupying two spaces simultaneously, each representation of the quantum can perform one action normally. Using this ability, the same quantum could attack two different opponents, or attack one opponent while opening a door to escape, and so on. At the end of the round, both instances of the quantum return to the space it originally occupied before activating this ability.","actions":"***Disintegration (3/day).*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: the target must make a DC 18 Constitution saving throw, taking 140 (40d6) force damage on a failed save, or 42 (12d6) force damage on a successful one. If the damage reduces the target to 0 hit points, it is disintegrated. ***Multiattack.*** The quantum makes two attacks with its tentacles. ***Tentacles.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage."} {"creature_name":"Quasit","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"17 (+3)","CON":"10 (0)","INT":"7 (-2)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"tiny","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"abyssal, common","skills":"Stealth +5","speed":"40 ft.","hit_points":"7 (3d4)","armor_class":"13","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The quasit has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. ***Variant Familiar.*** The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.","actions":"***Claw (Bite in Beast Form).*** Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. ***Scare (1/day).*** One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."} {"creature_name":"Queen Of Night And Magic","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"17 (+3)","INT":"20 (+5)","WIS":"18 (+4)","CHA":"26 (+8)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":33000,"creature_cr":21,"languages":"celestial, common, elvish, sylvan, umbral; telepathy 120 ft.","skills":"Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12","speed":"30 ft., fly 60 ft. (hover)","hit_points":"180 (24d8 + 72)","armor_class":"15 (18 with mage armor)","senses":"truesight 120 ft., passive perception 21","saving_throws":"CON +10, WIS +11","damage_immunities":"cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron","damage_resistances":"fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Cantrip.*** The Queen of Night and Magic casts a cantrip. ***Legendary Resistance (3/day).*** If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead. ***Magic Resistance.*** The Queen of Night and Magic has advantage on saving throws against spells and other magical effects. ***Regional Effects.*** The region containing the Queen of Night and Magic's lair is warped by her magic, which creates one or more of the following effects - Shadows come to life within 6 miles of the Queen's lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage. - Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip. - The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell. While the Summer Court rules, the regional effects of the Queen's lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court's reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days. ***Shadowborn.*** When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed. ***Spell (2 actions).*** The Queen of Night and Magic casts a spell. ***Spellcasting.*** The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells Cantrips (at will) blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost 1st level (4 slots) mage armor, magic missile, shield 2nd level (3 slots) darkness, mirror image 3rd level (3 slots) blink, fear 4th level (3 slots) confusion, greater invisibility 5th level (3 slots) cone of cold, teleportation circle 6th level (1 slot) circle of death 7th level (1 slot) plane shift, prismatic spray 8th level (1 slot) dominate monster 9th level (1 slot) meteor swarm ***Sudden Fraying.*** When the Queen of Night and Magic is targeted by a spell or included in a spell's area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell. ***Swirling Stars.*** The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn't cause this attack to be made with disadvantage. ***Teleport.*** The Queen of Night and Magic uses her Teleport ability. ***The Queen of Night and Magic 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 Queen of Night and Magic regains spent legendary actions at the start of her turn. ***The Queen of Night and Magic's Lair.*** On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can't use the same effect two rounds in a row - The Queen wills darkness to overpower the light. All bright light sources in the lair shed only dim light to their normal bright light radius, and dim light sources are extinguished. This lasts until the Queen dismisses the effect or dies. - An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall's space are pushed 5 feet out of the wall's space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall's space takes 18 (4d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Queen uses this lair action again, or until she dies. - The Queen targets one creature within 60 feet of her and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.","actions":"***Multiattack.*** The Queen of Night and Magic makes three attacks with her rapier or with star strike. ***Rapier.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage. ***Shadow Rift (Recharge 5-6).*** The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success. ***Star Strike.*** Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) radiant damage. ***Teleport.*** The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away. ***Unravel.*** The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell's level. On a success, the spell is dispelled."} {"creature_name":"Queen Of Witches","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"10 (+0)","CON":"19 (+4)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"22 (+6)","creature_size":"large","creature_type":"fey","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"celestial, common, draconic, elvish, sylvan, umbral","skills":"Arcana +9, Deception +12, History +9, Insight +10, Perception +10","speed":"40 ft., fly 50 ft. (hover)","hit_points":"123 (13d10 + 52)","armor_class":"18 (natural armor)","senses":"truesight 60 ft., passive perception 19","saving_throws":"DEX +6, WIS +10, CHA +12","damage_immunities":"radiant","damage_resistances":"fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, frightened","abilities":"***Absorb the Weave.*** When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level. ***Attack.*** Nicnevin makes one attack. ***Innate Spellcasting.*** Nicnevin's spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components At will faerie fire, hex, misty step, silent image, tongues 3/day each chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle 2/day each bestow curse, feeblemind, mass suggestion, flesh to stone 1/day each power word kill, sleep (9th level), true polymorph ***Legendary Resistance (3/day).*** If Nicnevin fails a saving throw she can choose to succeed instead. ***Magic Resistance.*** Nicnevin has advantage on saving throws against spells and other magical effects. ***Nicnevin 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. Nicnevin regains spent legendary actions at the start of its turn. ***Regional Effects.*** The region containing Nicnevin's lair is warped by the queen's magic, which creates one or more of the following effects - Calling Nicnevin's name under the light of the moon within 10 miles of her lair draws Nicnevin's attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle. - Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon's light sharply penetrates the clouds. - Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist. If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Spell (2 actions).*** Nicnevin casts a spell. ***Teleport.*** Nicnevin magically teleports to an unoccupied space she can see within 40 feet. ***The Queen of Witches's Lair.*** On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can't use the same effect two rounds in a row - Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin). - A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall's area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall's space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies. - Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead. ***Token of Favor.*** As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours.","actions":"***Blast.*** Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin. ***Moonsilver Ring.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon. ***Multiattack.*** Nicnevin makes two attacks, or makes one attack and casts a spell."} {"creature_name":"Quetzalcoatlus","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +2","speed":"10 ft., fly 80 ft.","hit_points":"30 (4d12+4)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dive Attack.*** If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. ***Flyby.*** The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage."} {"creature_name":"Quickling","creature_source":"Volos Guide","STR":"4 (-3)","DEX":"23 (+6)","CON":"13 (+1)","INT":"10 (0)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"common, sylvan","skills":"Acrobatics +8, Perception +5, Sleight Of Hand +8, Stealth +8","speed":"120 ft.","hit_points":"10 (3d4+3)","armor_class":"16","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blurred Movement.*** Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. ***Evasion.*** If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage. ***Multiattack.*** The quickling makes three dagger attacks."} {"creature_name":"Quipper","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"16 (+3)","CON":"9 (-1)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"swim 40 ft.","hit_points":"1 (1d4-1)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Water Breathing.*** The quipper can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Qwyllion","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"19 (+4)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, goblin, infernal, sylvan, void speech","skills":"Acrobatics +11, Perception +4","speed":"30 ft.","hit_points":"110 (13d8 + 52)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +8, CHA +6","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Disruptive.*** Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion. ***Nauseating Aura.*** The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. ***Deadly Gaze (recharge 5-6).*** The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control. ***Innate Spellcasting.*** The qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: 3/day each: dominate person (range 20 feet), shatter ***Multiattack.*** The qwyllion uses its deadly gaze if it can, and makes two claw attacks."} {"creature_name":"Raggoth","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Perception +4, Stealth +6","speed":"40 ft.","hit_points":"136 (13d10 + 65)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +6, CON +8","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The raggoth has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. ***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and the target is grappled (escape DC 17) and restrained. ***Multiattack.*** The raggoth makes three attacks: one with its bite and two with its claws. ***Tormenting Howl (Recharge 5-6).*** The raggoth unleashes a piercing howl. All creatures within 60 feet of the raggoth that can hear it must succeed on a DC 15 Wisdom saving throw or be 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 raggoth's Tormenting Howl for 24 hours."} {"creature_name":"Rahadin","creature_source":"Curse Of Strahd","STR":"14 (+2)","DEX":"22 (+6)","CON":"17 (+3)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"lawful evil","creature_xp":5900,"creature_cr":10,"languages":"common, elvish","skills":"Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14","speed":"35 ft.","hit_points":"135 (18d8+54)","armor_class":"18 (studded leather)","senses":"darkvision 60 ft.","saving_throws":"CON +7, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Deathly Choir.*** Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. ***Fey Ancestry.*** Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep. ***Innate Spellcasting.*** Rahadin's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no components * 3/day misty step, phantom steed<\/i> * 1/day magic weapon, nondetection<\/i> ***Mask of the Wild.*** Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.","actions":"***Multiattack.*** Rahadin attacks three times with his scimitar, or twice with his poisoned darts. ***Poisoned Dart.*** Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage. ***Scimitar.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage."} {"creature_name":"Rakklethorn Toad","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"15 (+2)","CON":"12 (+1)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"20 ft.","hit_points":"13 (3d6 + 3)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Keen Smell.*** The rakklethorn toad has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Thorn Volley.*** Ranged Weapon Attack: +4 to hit, range 50 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour."} {"creature_name":"Rakshasa","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"17 (+3)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"common, infernal","skills":"Deception +10, Insight +8","speed":"40 ft.","hit_points":"110 (13d8+52)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","condition_immunities":"","abilities":"***Innate Spellcasting.*** The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components * At will detect thoughts, disguise self, mage hand, minor illusion<\/i> * 3/day each charm person, detect magic, invisibility, major image, suggestion<\/i> * 1/day each dominate person, fly, plane shift, true seeing<\/i> ***Limited Magic Immunity.*** The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. ***Multiattack.*** The rakshasa makes two claw attacks"} {"creature_name":"Ramag","creature_source":"Tome Of Beasts","STR":"9 (-1)","DEX":"14 (+2)","CON":"10 (+0)","INT":"16 (+3)","WIS":"12 (+1)","CHA":"11 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"common","skills":"Arcana +5, Investigation +5","speed":"30 ft.","hit_points":"27 (6d8)","armor_class":"13 (leather armor)","senses":", passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The ramag has advantage on saving throws against spells or other magical effects.","actions":"***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Rat","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"11 (0)","CON":"9 (-1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"20 ft.","hit_points":"1 (1d4-1)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Rat King","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"16 (+3)","CON":"18 (+4)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, thieves' cant","skills":"Stealth +6","speed":"30 ft., burrow 20 ft.","hit_points":"76 (9d8 + 36)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Absorption.*** When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm. ***Keen Smell.*** The rat king has advantage on Wisdom (Perception) checks that rely on smell. ***Plague of Ill Omen.*** The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest. ***Multiattack.*** The rat king makes four bite attacks. ***Summon Swarm (1/Day).*** The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies."} {"creature_name":"Ratatosk","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"18 (+4)","CON":"12 (+1)","INT":"17 (+3)","WIS":"10 (+0)","CHA":"18 (+4)","creature_size":"tiny","creature_type":"celestial","creature_alignment":"chaotic neutral","creature_xp":1100,"creature_cr":4,"languages":"celestial, common; telepathy 100 ft.","skills":"Deception +6, Persuasion +6, Stealth +6","speed":"20 ft., climb 20 ft.","hit_points":"42 (12d4 + 12)","armor_class":"14","senses":"darkvision 60 ft., passive perception 10","saving_throws":"WIS +4, CHA +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Desperate Lies.*** A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect. ***Innate Spellcasting.*** The ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components At will animal messenger, message, vicious mockery 1/day each commune, mirror image 3/day each sending, suggestion ***Skitter.*** The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.","actions":"***Divisive Chatter (recharge 5-6).*** Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe."} {"creature_name":"Ratfolk","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"15 (+2)","CON":"11 (+0)","INT":"14 (+2)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"common","skills":"Perception +2","speed":"25 ft., swim 10 ft.","hit_points":"7 (2d6)","armor_class":"14 (studded leather armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nimbleness.*** The ratfolk can move through the space of any creature size Medium or larger. ***Pack Tactics.*** The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.","actions":"***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Light crossbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Ratfolk Rogue","creature_source":"Tome Of Beasts","STR":"7 (-2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"14 (+2)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, thieves cant","skills":"Acrobatics +5, Perception +2, Stealth +7","speed":"25 ft., swim 10 ft.","hit_points":"18 (4d6 + 4)","armor_class":"15 (studded leather armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide. ***Nimbleness.*** A ratfolk rogue can move through the space of any creature size Medium or larger. ***Pack Tactics.*** A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking. ***Sneak Attack (1/Turn).*** A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.","actions":"***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Rat Dagger Flurry.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage."} {"creature_name":"Rath Modar","creature_source":"Tyranny Of Dragons","STR":"11 (0)","DEX":"16 (+3)","CON":"14 (+2)","INT":"18 (+4)","WIS":"14 (+2)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common, draconic, infernal, primordial, thayan","skills":"Arcana +7, Deception +3, Insight +5, Stealth +6","speed":"30 ft.","hit_points":"71 (11d8+22)","armor_class":"13 (16 with mage armor)","senses":"","saving_throws":"INT +7, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Illusory Self (Recharges on a Short or Long Rest).*** When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates. ***Special Equipment.*** Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball. ***Spellcasting.*** Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list * Cantrips (at will) fire bolt, minor illusion, prestidigitation, shocking grasp<\/i> * 1st level (4 slots) chromatic orb, color spray, mage armor, magic missile<\/i> * 2nd level (3 slots) detect thoughts, mirror image, phantasmal force<\/i> * 3rd level (3 slots) counterspell, fireball, major image<\/i> * 4th level (3 slots) confusion, greater invisibility<\/i> * 5th level (2 slots) mislead, seeming<\/i> * 6th level (1 slot) globe of invulnerability<\/i>","actions":"***Quarterstaff.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage."} {"creature_name":"Ravager Beetle","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"11 (+0)","CON":"14 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft., fly 20 ft.","hit_points":"26 (4d8 + 8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Perception 10\"","actions":"***Gnaw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) and restrained. Until this grapple ends, the beetle cannot bite another target. A grappled target takes 7 (2d6) poison damage at the start of each of its turns."} {"creature_name":"Ravager Spawn (Brawler Form)","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"20 (+5)","CON":"23 (+6)","INT":"5 (-3)","WIS":"24 (+7)","CHA":"18 (+4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":50000,"creature_cr":23,"languages":"--","skills":"Perception +14","speed":"50 ft.","hit_points":"450 (36d12 + 216)","armor_class":"24 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 24","saving_throws":"DEX +12, CON +13","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 5th level spell slot with a +5 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 10 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) piercing damage. ***Claws.*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (8d6 + 10) slashing damage and the target is grappled (Escape DC 21). ***Multiattack.*** The Ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature. ***Smash.*** If a target is grappled at the beginning of its turn, the Ravager may smash it into the ground, doing 31 (6d6 + 10) bludgeoning damage."} {"creature_name":"Ravager Spawn (Crawler Form)","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"20 (+5)","CON":"29 (+9)","INT":"5 (-3)","WIS":"24 (+7)","CHA":"18 (+4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":50000,"creature_cr":23,"languages":"--","skills":"Perception +14","speed":"40 ft., burrow 10 ft.","hit_points":"558 (36d12 + 324)","armor_class":"25 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 24","saving_throws":"DEX +12, CON +16","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 5th level spell slot with a +5 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 10 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. ***Tunneler.*** The Ravager can burrow through solid rock at half of its burrowing speed, leaving a 10 foot-wide, 16-foot-high tunnel in its wake. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6 + 8) piercing damage. ***Claws.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (8d6 + 8) slashing damage. ***Multiattack.*** The Ravager makes one bite and four claw attacks."} {"creature_name":"Ravager Spawn (Flier Form)","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"25 (+7)","CON":"23 (+6)","INT":"5 (-3)","WIS":"24 (+7)","CHA":"18 (+4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":41000,"creature_cr":22,"languages":"--","skills":"Perception +14","speed":"20 ft., fly 100 ft.","hit_points":"450 (36d12 + 216)","armor_class":"26 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 24","saving_throws":"DEX +14, CON +13","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. ***Flyby.*** The Ravager doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 5th level spell slot with a +5 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 10 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6 + 8) piercing damage. ***Claws.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (8d6 + 8) slashing damage. ***Multiattack.*** The Ravager makes one bite and four claw attacks."} {"creature_name":"Raven","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"14 (+2)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3","speed":"10 ft., fly 50 ft.","hit_points":"1 (1d4-1)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mimicry.*** The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.","actions":"***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Ravenala","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"10 (+0)","CON":"20 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"common, druidic, elvish, sylvan","skills":"","speed":"30 ft.","hit_points":"126 (12d10 + 60)","armor_class":"15 (natural armor)","senses":", passive perception 13","saving_throws":"WIS +6, CHA +4","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire, cold","condition_immunities":"blinded, deafened","abilities":"***Green Walk.*** The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement. ***Innate Spellcasting.*** The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components At will entangle, sleep 1/day each heal, wall of thorns ***Magic Resistance.*** The ravenala has advantage on saving throws against spells and other magical effects.","actions":"***Bursting Pod.*** Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw. ***Lamenting Engulfment.*** The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala. ***Multiattack.*** The ravenala makes two slam attacks or two bursting pod attacks. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."} {"creature_name":"Ravenfolk Doom Croaker","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"12 (+1)","WIS":"18 (+4)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"common, feather speech, huginn","skills":"Intimidate +5, Perception +10","speed":"30 ft.","hit_points":"88 (16d8 + 16)","armor_class":"14 (studded leather armor)","senses":"darkvision 120 ft., passive perception 20","saving_throws":"STR +3, DEX+5, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components At will comprehend languages 3/day each counterspell, fear, phantom steed 1/day each blight, call lightning, clairvoyance, insect plague 1/week legend lore ***Magic Resistance.*** The doom croaker has advantage on saving throws against spells and other magical effects. ***Mimicry.*** Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.","actions":"***Ghost Wings.*** The ravenfolk doom croaker furiously \"beats\" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. ***Radiant Runestaff.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage."} {"creature_name":"Ravenfolk Scout","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"8 (-1)","INT":"10 (+0)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, feather speech, huginn","skills":"Deception +3, Perception +6, Stealth +6","speed":"30 ft.","hit_points":"21 (6d8 . 6)","armor_class":"14 (studded leather armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX+4, CON +1, WIS +4, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mimicry.*** Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.","actions":"***Ghost Wings.*** The ravenfolk scout furiously \"beats\" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. ***Longbow.*** Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage. ***Multiattack.*** The ravenfolk scout makes one peck attack and one other melee or ranged attack. ***Peck.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Rapier.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage."} {"creature_name":"Ravenfolk Warrior","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common, feather speech, huginn","skills":"Deception +2, Perception +5, Stealth +5","speed":"30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"15 (studded leather armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"DEX+5, WIS +3, CHA +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mimicry.*** Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. ***Odin's Call.*** A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less. ***Rune Weapons.*** Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.","actions":"***Ghost Wings.*** The ravenfolk warrior furiously \"beats\" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. ***Longbow.*** Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ***Multiattack.*** A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack. ***Peck.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Radiant Runespear.*** Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage. ***Rapier.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."} {"creature_name":"Razerblast","creature_source":"Elemental Evil","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"9 (-1)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, ignan","skills":"Intimidation +4, Perception +3","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"17 (splint)","senses":"","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Searing Armor.*** The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn. ***Shrapnel Explosion.*** When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.","actions":"***Multiattack.*** The razerblast makes three melee attacks. ***Spear.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."} {"creature_name":"Red Abishai","creature_source":"Mordenkainens Tome Of Foes","STR":"23 (+6)","DEX":"16 (+3)","CON":"19 (+4)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":22000,"creature_cr":19,"languages":"draconic, infernal, telepathy 120 ft.","skills":"Intimidation +10, Perception +8","speed":"30 ft., fly 50 ft.","hit_points":"255 (30d8 + 120)","armor_class":"22 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"STR +12, CON +10, WIS +8","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the abishai's darkvision. ***Magic Resistance.*** The abishai has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The abishai's weapon attacks are magical.","actions":"***Bite*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. ***Claw*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ***Frightful Presence*** Each creature of the abishai's choice that is within 120 feet 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 abishai's Frightful Presence for the next 24 hours. ***Incite Fanaticism*** The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. ***Morningstar*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. ***Multiattack*** The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. ***Power of the Dragon Queen*** The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target."} {"creature_name":"Red Bulette","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"12 (+1)","CON":"24 (+7)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"--","skills":"Perception +4","speed":"40 ft., burrow 80 ft.","hit_points":"135 (10d12 + 70)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 14","saving_throws":"DEX +5, CON +11, WIS +4","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Metalsense.*** The red bulette is aware of all metals within 60 feet of it. ***Mineral Rich.*** If a red bulette is killed, its planar connection is immediately severed. Over the course of 4 to 6 hours, its body will cool to the ambient temperature of the environment. While the vast majority of its body will cool into a basalt-like stone, its digestive track will solidify into roughly 1,000 lbs. of an alloy admixture of every mineral substance it has consumed. Depending upon its recent feeding habits, this substance is the equivalent of metal-rich ore of many types in combination, and can be smelted back down into standard and precious metals by experts knowledgeable in such methods. Additionally, a few diamonds will be found in what was the red bulette's gizzard. ***Planar Connection.*** Because their arcane natures link red bulettes to the Elemental Plane of Fire, they also simultaneously exist there as insubstantial and barely visible shadows of themselves. ***Tunneler.*** The bulette can burrow through solid rock at its burrow speed leaving a 10-foot-diameter tunnel in its wake. ***Vanishing Act.*** Red bulettes avoid overland movement, preferring to swim through earth and bedrock. If confronted above ground, they will reflexively increase their body temperatures enough to simply melt their way down into the ground and vanish. If threatened by a much larger creature, they simply dive underground and \"swim\" away. However, if they are threatened by any creature that wears or is carrying refined metals, they will instinctively return and attempt to ambush with a bite/swallow attack from underground.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the bulette can't bite another target. ***Death From Below (Recharge 5-6).*** If the bulette burrows at least 20 feet as part of its movement, it can then use this action to surface from underground in a space that contains one or more creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and splashed with globules of molten rock, taking 18 (2d12 + 5) bludgeoning damage plus 14 (4d6) fire damage. On a successful save, the creature takes only half damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature falls prone in the bulette's space. ***Swallow.*** The bulette makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the bulette, and it takes 21 (6d6) fire damage at the start of each of the bulette's turns. A bulette can have three Medium or smaller creatures swallowed at the same time."} {"creature_name":"Red Dragon Wyrmling","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., climb 30 ft., fly 60 ft.","hit_points":"75 (10d8+30)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +5, WIS +2, CHA +4","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Red Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft., climb 30 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"Red Hag","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"16 (+3)","CON":"18 (+4)","INT":"18 (+4)","WIS":"22 (+6)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, druidic, giant","skills":"Arcana +9, Deception +5, Insight +7, Perception +9","speed":"30 ft., swim 30 ft.","hit_points":"119 (14d8 + 56)","armor_class":"15 (natural armor)","senses":"blood sense 90 ft., darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Amphibious.*** The hag can breathe air and water. ***Blood Sense.*** A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. ***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects. ***Spellcasting.*** The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared Cantrips (at will) animal friendship (red hags treat this as a cantrip), poison spray, thorn whip 1st level (4 slots) cure wounds, entangle, speak with animals 2nd level (3 slots) barkskin, flame blade, lesser restoration 3rd level (3 slots) call lightning, conjure animals, dispel magic, meld into stone 4th level (2 slots) control water, dominate beast, freedom of movement, hallucinatory terrain","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. ***Siphoning Aura (Recharge 5-6).*** The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw."} {"creature_name":"Red Slaad","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"6 (-2)","WIS":"6 (-2)","CHA":"7 (-2)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"slaad, telepathy 60 ft.","skills":"Perception +1","speed":"30 ft.","hit_points":"93 (11d10+33)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects ***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ***Variant Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease - a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws."} {"creature_name":"Red-Banded Line Spider","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"16 (+3)","CON":"10 (+0)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"Perception +2, Stealth +5","speed":"30 ft., climb 30 ft.","hit_points":"2 (1d4)","armor_class":"13","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Spider Climb.*** The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way. ***Swingline.*** Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away."} {"creature_name":"Redbrand Ruffian","creature_source":"Lost Mine Of Phandelver","STR":"11 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"9 (-1)","WIS":"9 (-1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Intimidation +2","speed":"30 ft.","hit_points":"16 (3d8+3)","armor_class":"14 (studded leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Multiattack.*** The ruffian makes two melee attacks. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Redcap","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"10 (+0)","CON":"17 (+3)","INT":"11 (+0)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"common, sylvan, undercommon","skills":"Athletics +8, Intimidation +5","speed":"40 ft.","hit_points":"105 (14d8 + 42)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"CON +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Clomping Boots.*** The redcap has disadvantage on Dexterity (Stealth) checks. ***Red Cap.*** The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust. ***Solid Kick.*** The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect. ***Multiattack.*** The redcap makes two pike attacks and one bite attack. ***Pike.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage."} {"creature_name":"Redcap","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"13 (+1)","CON":"18 (+4)","INT":"10 (0)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, sylvan","skills":"Athletics +6, Perception +3","speed":"25 ft.","hit_points":"45 (6d6+24)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Iron Boots.*** While moving, the redcap has disadvantage on Dexterity (Stealth) checks. ***Outsize Strength.*** While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.","actions":"***Ironbound Pursuit.*** The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone. ***Multiattack.*** The redcap makes three attacks with its wicked sickle. ***Wicked Sickle.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage."} {"creature_name":"Reef Shark","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"13 (+1)","CON":"13 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Perception +2","speed":"swim 40 ft.","hit_points":"22 (4d8+4)","armor_class":"12 (natural armor)","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Water Breathing.*** The shark can breathe only underwater.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {"creature_name":"Reigon","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"reigon","skills":"Perception +3, Stealth +4","speed":"30 ft., climb 30 ft.","hit_points":"59 (7d10 + 21)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon.*** Whenever the reigon takes the hide action, it has advantage on Dexterity (Stealth) checks as it uses psionic illusions to assist its attempt. Creatures with truesight automatically notice the reigon while it attempts to hide. ***Keen Smell.*** The reigon has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Concussion Blast (1/day).*** The reigon releases a blast of psionic force in a 15-foot cone. Creatures in the area must make a DC 13 Constitution saving throw. On a failed saving throw, the target takes 21 (4d8 + 3) force damage and is stunned until the end of their next turn. On a successful saving throw, the target takes half damage and is not stunned. ***Greatclub.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. ***Mindthrust (1/day).*** One creature the reigon can see within 60 feet of it must make a DC 13 Intelligence saving throw. On a failed saving throw, the target takes 25 (4d10 + 3) psychic damage, or half as much damage on a successful saving throw. ***Multiattack.*** The reigon makes one bite attack, and two greatclub attacks or two claw attacks."} {"creature_name":"Reliquary Guardian","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"10 (+0)","WIS":"17 (+3)","CHA":"21 (+5)","creature_size":"large","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"speaks and understands the languages of its creator","skills":"Perception +7","speed":"30 ft., fly 60 ft.","hit_points":"170 (20d10 + 60)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Divine Blessing.*** The reliquary guardian deals an additional 14 (4d6) damage with its weapon attacks, included below. This damage is either radiant, if lawfully aligned, or necrotic, if chaotically aligned. ***Immutable Form.*** The reliquary guardian is immune to any spell or effect that would alter its form. ***Innate Spellcasting.*** The reliquary guardian's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will chill touch <\/i>(17th level, if chaotically aligned), protection from evil and good, sacred flame <\/i>(17th level, if lawfully aligned) * 3/day each lightning bolt, flame strike <\/i>(deals necrotic instead of radiant if chaotically aligned), spirit guardians, spiritual weapon<\/i> * 1/day each commune, dispel evil and good, dispel magic<\/i> ***Magic Resistance.*** The reliquary guardian has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The reliquary guardian's weapon attacks are magical. from nonmagical weapons that aren't adamantine\" paralyzed, petrified, poisoned\"","actions":"***Greatsword.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage and 14 (4d6) necrotic or radiant damage. ***Multiattack.*** The reliquary guardian makes two attacks with either its greatsword or its slam attack. ***Pronouncement (1/day).*** All creatures within 120 feet of the reliquary guardian that can hear it must succeed on a DC 17 Wisdom saving throw. On a failed saving throw, the target takes 66 (12d10) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage and 14 (4d6) necrotic or radiant damage."} {"creature_name":"Remorhaz","creature_source":"Monster Manual","STR":"24 (+7)","DEX":"13 (+1)","CON":"21 (+5)","INT":"4 (-3)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"","skills":"","speed":"30 ft., burrow 20 ft.","hit_points":"195 (17d12+85)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"cold, fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Heated Body.*** A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. ***Swallow.*** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."} {"creature_name":"Requiem Beetle","creature_source":"Tome Of Horrors","STR":"27 (+8)","DEX":"12 (+1)","CON":"23 (+6)","INT":"1 (-5)","WIS":"11 (+0)","CHA":"2 (-4)","creature_size":"gargantuan","creature_type":"beast","creature_alignment":"unaligned","creature_xp":13000,"creature_cr":15,"languages":"--","skills":"","speed":"50 ft.","hit_points":"495 (30d20 + 180)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., tremorsense 100 ft., passive","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the requiem beetle moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the requiem beetle can make one claw attack against it as a bonus action. ***Earthshaker.*** When the requiem beetle moves more than 10 feet in a single turn, creatures within 20 feet of it must succeed on a DC 12 Dexterity saving throw or be knocked prone as the ground shakes. Perception 10\"","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage. ***Claws.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage. ***Multiattack.*** The requiem beetle makes three attacks: one with its bite and two with its claws."} {"creature_name":"Retch Hound","creature_source":"Tome Of Horrors","STR":"14 (+4)","DEX":"15 (+1)","CON":"15 (+3)","INT":"5 (+0)","WIS":"12 (+3)","CHA":"4 (+5)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +5","speed":"40 ft.","hit_points":"45 (7d8 + 14)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Keen Senses.*** The retch hound has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. ***Pack Tactics.*** Retch hounds have advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d6) acid damage. ***Retch (Recharge 5-6).*** The retch hound exhales acidic bile in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful one."} {"creature_name":"Retriever","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"16 (+3)","CON":"20 (+5)","INT":"3 (-3)","WIS":"11 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":11500,"creature_cr":14,"languages":"understands abyssal, elvish, and undercommon but can't speak","skills":"Perception +5, Stealth +8","speed":"40 ft., climb 40 ft.","hit_points":"210 (20d10 + 100)","armor_class":"19 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft., passive perception 15","saving_throws":"DEX +8, CON +10, WIS +5","damage_immunities":"necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Faultless Tracker.*** The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. ***Innate Spellcasting.*** The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. * 3/day each plane shift <\/i>(only self and up to one incapacitated creature which is considered willing for the spell), web<\/i>","actions":"***Force Beam*** The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. ***Foreleg*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. ***Multiattack*** The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. ***Paralyzing Beam (Recharge 5-6)*** The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed."} {"creature_name":"Revenant","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"","speed":"30 ft.","hit_points":"136 (16d8+64)","armor_class":"13 (leather armor)","senses":"darkvision 60 ft.","saving_throws":"STR +7, CON +7, WIS +6, CHA +7","damage_immunities":"poison","damage_resistances":"necrotic, psychic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","abilities":"***Regeneration.*** The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. ***Rejuvenation.*** When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. ***Turn Immunity.*** The revenant is immune to effects that turn undead. ***Vengeful Tracker.*** The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.","actions":"***Fist.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. ***Multiattack.*** The revenant makes two fist attacks. ***Vengeful Glare.*** The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success."} {"creature_name":"Rezmir","creature_source":"Tyranny Of Dragons","STR":"18 (+4)","DEX":"16 (+3)","CON":"16 (+3)","INT":"15 (+2)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (half-black dragon)","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common, draconic, infernal, giant, netherese","skills":"Arcana +5, Stealth +9","speed":"30 ft.","hit_points":"90 (12d8+36)","armor_class":"13 (15 with the Black Dragon Mask)","senses":"blindsight 10 ft., darkvision 120 ft.","saving_throws":"DEX +6, WIS +4","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"The rezmir 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 rezmir regains spent legendary actions at the start of its turn. ***Amphibious.*** Rezmir can breathe air and water. ***Attack.*** Rezmir makes one melee attack. ***Dark Advantage.*** Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. ***Darkness (Costs 2 Actions).*** If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. ***Draconic Majesty.*** While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included). ***Hide.*** Rezmir takes the Hide action. ***Immolation.*** When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. ***Legendary Resistance (1/Day).*** If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead. ***Special Equipment.*** Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.","actions":"***Acid Breath (Recharge 5-6).*** Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. ***Caustic Bolt.*** Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage. ***Greatsword (Hazirawn).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success."} {"creature_name":"Rhinoceros","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"8 (-1)","CON":"15 (+2)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"40 ft.","hit_points":"45 (6d10+12)","armor_class":"11 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","actions":"***Gore.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."} {"creature_name":"Rictavio","creature_source":"Curse Of Strahd","STR":"9 (-1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful good","creature_xp":1800,"creature_cr":5,"languages":"abyssal, common, elvish, infernal","skills":"Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight Of Hand +4","speed":"30 ft.","hit_points":"77 (14d8+14)","armor_class":"12 (leather armor)","senses":"","saving_throws":"CON +4, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Special Equipment.*** In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead. ***Spellcasting.*** Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared * Cantrips (at will) guidance, light, mending, thaumaturgy<\/i> * 1st level (4 slots) cure wounds, detect evil and good, protection from evil and good, sanctuary<\/i> * 2nd level (3 slots) augury, lesser restoration, protection from poison<\/i> * 3rd level (3 slots) magic circle, remove curse, speak with dead<\/i> * 4th level (3 slots) death ward, freedom of movement<\/i> * 5th level (1 slot) dispel evil and good<\/i> ***Undead Slayer.*** When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.","actions":"***Multiattack.*** Rictavio makes two attacks with his sword cane. ***Sword Cane.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword)."} {"creature_name":"Riding Horse","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"10 (0)","CON":"12 (+1)","INT":"2 (-4)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"60 ft.","hit_points":"13 (2d10+2)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Hooves.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage."} {"creature_name":"Rift Swine","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"10 (+0)","CON":"17 (+3)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"40 ft.","hit_points":"110 (13d10 + 39)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"force, poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***360-Degree Vision.*** The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight. ***Multiattack.*** The rift swine makes one tusks attack and two tentacle attacks. ***Tentacle.*** Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target. ***Tusks.*** Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."} {"creature_name":"Rime Worm Grub","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"12 (+1)","CON":"16 (+3)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"3 (-4)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft., swim 30 ft, burrow (snow, ice) 20 ft.","hit_points":"45 (6d8 + 18)","armor_class":"13 (natural armor)","senses":"darkvision 200 ft., passive perception 11","saving_throws":"STR +5, CON +5","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Born of Rime.*** A rime worm grub can breathe air or water with equal ease. ***Ravenous.*** At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage.","actions":"***Gnash.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Multiattack.*** The rime worm makes one tendril attack and one gnash attack. ***Tendril.*** Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Riptide Horror","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"20 (+5)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Perception +2, Stealth +5","speed":"20 ft., swim 40 ft.","hit_points":"95 (10d8 + 50)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"lightning","condition_immunities":"blinded","abilities":"***Amphibious.*** The riptide horror can breathe air and water. ***Spider Climb.*** The riptide horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Multiattack.*** The riptide horror makes six attacks: three with its tentacles plus three bites. ***Tentacles.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. While the target is poisoned, it is paralyzed. The riptide horror can have up to 6 creatures grappled with its six tentacles."} {"creature_name":"Risen Reaver","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"16 (+3)","CON":"20 (+5)","INT":"9 (-1)","WIS":"7 (-2)","CHA":"6 (-2)","creature_size":"large","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"any languages it knew in life","skills":"Perception +1","speed":"40 ft.","hit_points":"168 (16d10 + 80)","armor_class":"15 (studded leather)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"DEX +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Infused Arsenal.*** As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3). ***Life Sense.*** The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead. ***Pounce.*** When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack. ***Skitter.*** The risen reaver can take the Dash action as a bonus action.","actions":"***Blade.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage. ***Multiattack.*** The risen reaver makes three blade attacks."} {"creature_name":"River King","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"17 (+3)","CON":"20 (+5)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":15000,"creature_cr":16,"languages":"common, elemental, elvish, giant","skills":"Intimidation +8, Nature +7, Perception +6, Stealth +8","speed":"30 ft., swim 40 ft.","hit_points":"152 (16d8 + 80)","armor_class":"18 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 16","saving_throws":"DEX +8, CON +10, WIS +6","damage_immunities":"lightning","damage_resistances":"fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron","damage_vulnerabilities":"","condition_immunities":"exhaustion","abilities":"***Amphibious.*** The River King can breathe air and water. ***Blade Current.*** When a creature within the River King's melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage. ***Flow.*** The River King moves half his speed without provoking opportunity attacks. ***Innate Spellcasting.*** The River King's innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components. At will create or destroy water, shocking grasp, water breathing 3/day each freedom of movement, control water 1/day chain lightning ***Legendary Resistance (3/day).*** If the River King fails a saving throw, he can choose to succeed instead. ***Longsword.*** The River King makes a longsword attack. ***Magic Weapons.*** The River King's weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below). ***Regional Effects.*** The region containing the River King's lair is warped by its magic, which creates one or more of the following effects - The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver. - Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife. - Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks. If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Ripple (2 Actions).*** The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage. ***The River King can take 3 legendary actions, choosing from the options below.*** Only one legendary action option can be used at a time and only at the end of another creature's turn. The River King regains spent legendary actions at the start of his turn. ***The River King's Lair.*** On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can't use the same effect two rounds in a row - The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage. - The River King targets a creature he can see within 60 feet. That creature's mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies. - The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round.","actions":"***Flood Blast.*** Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King's choosing. ***Grasping Whirlpool (Recharge 5-6).*** The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that's in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again. ***Longsword.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage. ***Multiattack.*** The River King makes three attacks with his longsword and/or flood blast, in any combination."} {"creature_name":"River Troll","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"14 (+2)","CON":"19 (+4)","INT":"6 (-2)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"large","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant","skills":"Athletics +5, Perception +3","speed":"30 ft., swim 40 ft.","hit_points":"57 (6d10 + 24)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The river troll can breathe both air and water. ***Keen Smell.*** The river troll has advantage on Wisdom (Perception) checks that rely on smell. ***Poison Skin.*** The river troll's skin contains a powerful poison. Any time the troll touches another creature, the creature takes 7 (2d6) poison damage (included in attacks). ***Regeneration.*** The river troll regains 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll's regeneration to function. If the troll takes acid or lightning damage, this trait doesn't function at the start of the troll's next turn. The troll only dies if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) poison damage. ***Multiattack.*** The river troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Roachling Lord","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"10 (+0)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"common","skills":"Acrobatics +5, Stealth +7","speed":"25 ft.","hit_points":"63 (14d6 + 14)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 10 ft., passive perception 9","saving_throws":"DEXTERITY +5, CONSTITUTION +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Resistant.*** The roachling skirmisher has advantage on Constitution saving throws. ***Unlovely.*** The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.","actions":"***Begrimed Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. ***Begrimed Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. ***Multiattack.*** The roachling lord makes two melee attacks or throws two darts."} {"creature_name":"Roachling Skirmisher","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"11 (+0)","INT":"10 (+0)","WIS":"9 (-1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":50,"creature_cr":0.25,"languages":"common","skills":"Acrobatics +4, Stealth +6","speed":"25 ft.","hit_points":"7 (2d6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 10 ft., passive perception 9","saving_throws":"DEXTERITY +4, CONSTITUTION +2","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Resistant.*** The roachling skirmisher has advantage on Constitution saving throws. ***Unlovely.*** The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.","actions":"***Dart.*** Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Roc","creature_source":"Monster Manual","STR":"28 (+9)","DEX":"10 (0)","CON":"20 (+5)","INT":"3 (-4)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"","skills":"Perception +4","speed":"20 ft., fly 120 ft.","hit_points":"248 (16d20+80)","armor_class":"15 (natural armor)","senses":"","saving_throws":"DEX +4, CON +9, WIS +4, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight.*** The roc has advantage on Wisdom (Perception) checks that rely on sight.","actions":"***Beak.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. ***Multiattack.*** The roc makes two attacks: one with its beak and one with its talons. ***Talons.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target."} {"creature_name":"Rock Troll","creature_source":"Tome Of Horrors","STR":"24 (+7)","DEX":"10 (+0)","CON":"24 (+7)","INT":"6 (-2)","WIS":"9 (-1)","CHA":"6 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"giant","skills":"Perception +3","speed":"30 ft., burrow 20 ft.","hit_points":"150 (12d10 + 84)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"force, poison; bludgeoning, piercing,","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell. ***Regeneration.*** The rock troll regains 10 hit points at the start of its turn if it has at least 1 hit point and is underground touching earth or rock. If the rock troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. ***Rend.*** If the troll hits the target with both claws on the same turn, the troll rends the target, dealing an additional 22 (4d10) slashing damage to the target. ***Sunlight Vulnerability.*** The rock troll begins to turn to stone and its speed is halved when it starts its turn in true sunlight (magical light does not have the same effect). The rock troll must make a DC 17 Constitution saving throw at the end of its next turn. If it fails this saving throw, it completely turns to stone and is petrified. The troll must repeat the saving throw for each turn it remains in sunlight. The petrified effect is permanent unless dispelled (but only if done out of direct sunlight). ***Tough Hide.*** The rock troll has extremely thick, tough skin that protects it from nonmagical weapons. and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. ***Claws.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. ***Multiattack.*** The rock troll makes three melee attacks: one with bite and two claws. If both claw attacks hit the same target on the same turn, the troll rends the creature with its claws, inflicting additional slashing damage."} {"creature_name":"Roper","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"8 (-1)","CON":"17 (+3)","INT":"7 (-2)","WIS":"16 (+3)","CHA":"6 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Perception +6, Stealth +5","speed":"10 ft., climb 10 ft.","hit_points":"93 (11d10+33)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***False Appearance.*** While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. ***Grasping Tendrils.*** The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. ***Spider Climb.*** The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. ***Multiattack.*** The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. ***Reel.*** The roper pulls each creature grappled by it up to 25 ft. straight toward it. ***Tendril.*** Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target."} {"creature_name":"Rot Troll","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"13 (+1)","CON":"22 (+6)","INT":"5 (-2)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"giant","skills":"Perception +3","speed":"30 ft.","hit_points":"138 (12d10 + 72)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rancid Degeneration.*** At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.","actions":"***Bite*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. ***Claws*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. ***Multiattack*** The troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Rothe","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"15 (2d10+4)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Rotting Wind","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"20 (+5)","CON":"15 (+2)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"","speed":"0 ft., fly 60 ft. (hover)","hit_points":"82 (11d10 + 22)","armor_class":"15","senses":"blindsight 60 ft. (blind beyond this), passive perception 10","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Air Form.*** The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ***Befouling Presence.*** All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable. ***Invisibility.*** The rotting wind is invisible as per a greater invisibility spell.","actions":"***Wind of Decay.*** Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic."} {"creature_name":"Royal Time Elemental","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"20 (+5)","CON":"18 (+4)","INT":"21 (+5)","WIS":"21 (+5)","CHA":"20 (+5)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":18000,"creature_cr":17,"languages":"telepathy 120 ft.","skills":"Insight +11, Perception +11, Stealth +11","speed":"50 ft., fly 50 ft. (hover)","hit_points":"380 (40d10 + 160)","armor_class":"20 (natural armor)","senses":"darkvision 60 ft., passive perception 21","saving_throws":"CON +10, WIS +11, CHA +11","damage_immunities":"poison, psychic","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Cell Death.*** Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection<\/i> or wish<\/i> spell. ***Foresight.*** A time elemental can see a few seconds into the future. This ability prevents it from being surprised. ***Immunity to Temporal Magic.*** Time elementals are immune to all time-related spells and effects that are not cast by other time elementals.","actions":"***Alter Age (1/day).*** The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell<\/i>, but only within 24 hours of it occurring. ***Multi-Manifestation (Recharge 5-6).*** The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks. Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental's next turn. ***Multiattack.*** The time elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. ***Temporal Displacement (1/day).*** The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental's Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. A displaced creature can use its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. ***Time Jaunt.*** A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport<\/i>. This ability transports the time elemental and up to four other creatures of the elemental's choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away."} {"creature_name":"Rubezahl","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"15 (+2)","CON":"14 (+2)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"abyssal, common, telepathy 120 ft.","skills":"Deception +8, Perception +5, Survival +5","speed":"50 ft.","hit_points":"110 (17d8 + 34)","armor_class":"15 (natural armor)","senses":"blindsight 10 ft., darkvision 120 ft., passive perception 15","saving_throws":"DEX +6, CON +6, WIS +5","damage_immunities":"lightning, thunder, poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned, stunned","abilities":"***Counting Compulsion.*** If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again. ***False Tongue.*** The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true. ***Innate Spellcasting.*** The rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will disguise self (humanoid forms only), fog cloud 3/day each call lightning, gust of wind, lightning bolt 1/day control weather ***Sneak Attack (1/turn).*** The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ***Gore.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone. ***Multiattack.*** The rubezahl makes one gore attack and two claw attacks. ***Thunderstrike (Recharge 5-6).*** The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn."} {"creature_name":"Rug of Smothering","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"14 (+2)","CON":"10 (0)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"10 ft.","hit_points":"33 (6d10)","armor_class":"12","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","abilities":"***Antimagic Susceptibility.*** The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***Damage Transfer.*** While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. ***False Appearance.*** While the rug remains motionless, it is indistinguishable from a normal rug.","actions":"***Smother.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage."} {"creature_name":"Rum Gremlin","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"14 (+2)","INT":"12 (+1)","WIS":"9 (-1)","CHA":"12 (+1)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Stealth +5","speed":"20 ft., climb 10 ft., swim 10 ft.","hit_points":"22 (5d4 + 10)","armor_class":"13","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components * At will prestidigitation<\/i> * 3/day hex<\/i> ***Magic Resistance.*** The gremlin has advantage on saving throws against spells and other magical effects.","actions":"***Aura of Drunkenness.*** A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour. ***Bite.*** Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The goblin makes one claw attack and one bite attack."} {"creature_name":"Rusalka","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"13 (+1)","CON":"12 (+1)","INT":"11 (+0)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"","speed":"30 ft., swim 40 ft.","hit_points":"88 (16d8 + 16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"necrotic, poison; piercing and slashing damage from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned","abilities":"***Innate Spellcasting.*** The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components At will control water, suggestion, tongues, water walk (can be ended freely at will) 1/day dominate person ***Watery Camouflage.*** In dim light or darkness, a rusalka that's underwater is invisible. ***Withered Tresses.*** If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.","actions":"***Breathless Kiss.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating. ***Drowning Hair (1/Day).*** The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."} {"creature_name":"Rust Drake","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"15 (+2)","CON":"19 (+4)","INT":"12 (+1)","WIS":"8 (-1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"common, draconic","skills":"Perception +3, Stealth +5","speed":"30 ft., burrow 5 ft., fly 100 ft.","hit_points":"161 (19d8 + 76)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"acid","condition_immunities":"paralyzed, poisoned","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw. ***Multiattack.*** The drake makes one bite attack and one tail swipe attack. ***Rust Drake Lockjaw.*** This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once. ***Tail Swipe.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ***Vomits Scrap (Recharge 5-6).*** A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."} {"creature_name":"Rust Monster","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"40 ft.","hit_points":"27 (5d8+5)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Iron Scent.*** The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. ***Rust Metal.*** Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.","actions":"***Antennae.*** The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage."} {"creature_name":"Rutterkin","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"15 (+2)","CON":"17 (+3)","INT":"5 (-2)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"understands abyssal but can't speak","skills":"","speed":"20 ft.","hit_points":"37 (5d8 + 15)","armor_class":"12","senses":"darkvision 120 ft., passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Crippling Fear.*** When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.","actions":"***Bite*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. (See notes)"} {"creature_name":"Saber-Toothed Jaguar","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"16 (+3)","CON":"16 (+3)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +3, Stealth +7","speed":"40 ft., climb 30 ft.","hit_points":"76 (9d10 + 27)","armor_class":"13","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The jaguar has advantage on Wisdom (Perception) checks that rely on smell. ***Pounce.*** If the jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action. ***Surprise Attack.*** If the sabertooth jaguar surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."} {"creature_name":"Saber-Toothed Tiger","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3, Stealth +6","speed":"40 ft.","hit_points":"52 (7d10+14)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell. ***Pounce.*** If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."} {"creature_name":"Sabrewing","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"15 (+2)","CON":"20 (+5)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"common, sabrewing","skills":"Perception +5, Survival +4","speed":"30 ft., fly 60 ft.","hit_points":"66 (7d8 + 35)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire, lighting; bludgeoning,","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Flyby.*** The sabrewing doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Magic Weapons.*** The sabrewing's weapon attacks are magical. piercing, and slashing from nonmagical weapons\"","actions":"***Multiattack.*** The sabrewing makes two attacks with its wings. ***Wings.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target begins bleeding out. While the target is bleeding out, it must succeed on a DC 15 Constitution saving throw at the beginning of its turns, or its maximum hit points are reduced by 7 (2d6). Bleeding out continues until the target or another creature uses an action to make a successful DC 15 Wisdom (Medicine) check, or if the target receives magical healing."} {"creature_name":"Sacred Statue","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"8 (-1)","CON":"19 (+4)","INT":"14 (+2)","WIS":"19 (+4)","CHA":"16 (+3)","creature_size":"large","creature_type":"construct","creature_alignment":"as the eidolon's alignment","creature_xp":0,"creature_cr":0,"languages":"the languages the eidolon knew in life","skills":"","speed":"25 ft.","hit_points":"95 (10d10 + 40)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"WIS +8","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***False Appearance.*** While the statue remains motionless, it is indistinguishable from a normal statue. ***Ghostly Inhabitant.*** The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. ***Inert.*** When not inhabited by an eidolon, the statue is an object.","actions":"***Multiattack*** The statue makes two slam attacks. ***Rock*** Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. ***Slam*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage."} {"creature_name":"Sacred Stone Monk","creature_source":"Elemental Evil","STR":"13 (+1)","DEX":"15 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Acrobatics +4, Athletics +3, Perception +4","speed":"40 ft.","hit_points":"22 (4d8+4)","armor_class":"14","senses":"tremorsense 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker. ***Unarmored Defense.*** While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ***Unarmored Movement.*** While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).","actions":"***Multiattack.*** The monk makes two melee attacks. ***Unarmed Strike.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."} {"creature_name":"Sahuagin","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"11 (0)","CON":"12 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (sahuagin)","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"sahuagin","skills":"Perception +5","speed":"30 ft., swim 40 ft.","hit_points":"22 (4d8+4)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. ***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Sahuagin Baron","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (sahuagin)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"sahuagin","skills":"Perception +7","speed":"30 ft., swim 50 ft.","hit_points":"76 (9d10+27)","armor_class":"16 (breastplate)","senses":"darkvision 120 ft.","saving_throws":"DEX +5, CON +6, INT +5, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. ***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The sahuagin makes three attacks: one with his bite and two with his claws or trident. ***Trident.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Sahuagin Priestess","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"11 (0)","CON":"12 (+1)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (sahuagin)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"sahuagin","skills":"Perception +6, Religion +3","speed":"30 ft., swim 40 ft.","hit_points":"33 (6d8+6)","armor_class":"12 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. ***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. ***Spellcasting.*** The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared * Cantrips (at will) guidance, thaumaturgy<\/i> * 1st level (4 slots) bless, detect magic, guiding bolt<\/i> * 2nd level (3 slots) hold person, spiritual weapon <\/i>(trident) * 3rd level (3 slots) mass healing word, tongues<\/i>","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ***Multiattack.*** The sahuagin makes two melee attacks: one with her bite and one with her claws."} {"creature_name":"Sahuagin Warlock of Uk'otoa","creature_source":"Explorers Guide To Wildemount","STR":"14 (+2)","DEX":"10 (+0)","CON":"11 (+0)","INT":"8 (-1)","WIS":"8 (-1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (sahuagin)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, sahuagin","skills":"Arcana +1, Persuasion +5","speed":"30 ft., swim 40 ft.","hit_points":"22 (5d8)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will eldritch blast, minor illusion<\/i> * 1/day each armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar.<\/i> ***Limited Amphibiousness.*** The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. ***Shark Telepathy.*** The warlock can magically command any shark within 120 feet of it, using a limited telepathy.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. ***Eldritch Blast (Cantrip).*** Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. ***Multiattack.*** The warlock makes two attacks: one with its bite and one with its Sword of Fathoms. ***Sword of Fathoms.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it."} {"creature_name":"Salamander","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"ignan","skills":"","speed":"30 ft.","hit_points":"90 (12d10+24)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Heated Body.*** A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. ***Heated Weapons.*** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).","actions":"***Multiattack.*** The salamander makes two attacks: one with its spear and one with its tail. ***Spear.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets."} {"creature_name":"Salt Devil","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"13 (+1)","CON":"18 (+4)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"celestial, common, gnoll, infernal, telepathy 120 ft.","skills":"Perception +5, Stealth +4","speed":"30 ft.","hit_points":"93 (11d8 + 44)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"DEX +4, CON +7, CHA +5","damage_immunities":"fire, poison","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Innate Spellcasting.*** The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components At will darkness 1/day each harm, teleport ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Variant Devil Summoning.*** Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil","actions":"***Multiattack.*** The devil makes two scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion."} {"creature_name":"Salt Drake","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"14 (+2)","CON":"18 (+4)","INT":"4 (-3)","WIS":"23 (+1)","CHA":"11 (+0)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"draconic","skills":"Perception +4, Stealth +5, Survival +4","speed":"40 ft., fly 60 ft.","hit_points":"85 (9d10 + 36)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Nictitating Membranes.*** Salt drakes have advantage on saving throws against being blinded.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (3d4) acid damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The salt drake makes three attacks: one with its bite and two with its claws. ***Salt Spray (Recharge 5-6).*** The salt drake releases a spray of razorsharp salt crystals in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed saving throw, the target takes 22 (5d8) acid damage plus 22 (5d8) slashing damage, or half as much damage on a successful saving throw. In addition, if a creature takes any damage from the salt spray, it is poisoned until it takes a short or long rest. ***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone."} {"creature_name":"Salt Golem","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"9 (-1)","CON":"20 (+5)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":5900,"creature_cr":10,"languages":"understands the languages of its creator but can't speak","skills":"Athletics +9","speed":"20 ft.","hit_points":"110 (11d10 + 55)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Blinding Salt Spray.*** Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion."} {"creature_name":"Sand Giant","creature_source":"Tome Of Horrors","STR":"28 (+9)","DEX":"13 (+1)","CON":"22 (+6)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"giant","skills":"Perception +5","speed":"40 ft.","hit_points":"262 (21d12 + 126)","armor_class":"16 (natural armor)","senses":"passive perception 15","saving_throws":"CON +10, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components * 2/day move earth<\/i> * 1/day earthquake<\/i>","actions":"***Fist of Sand (1/day).*** The giant slams its fist violently into the ground. All creatures within 10 feet of the giant must make a DC 16 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage on a failure, or half as much damage without being knocked prone on a success. ***Greataxe.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (5d6 + 9) slashing damage. ***Multiattack.*** The sand giant makes two attacks with its greatsword."} {"creature_name":"Sand Hag","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, dwarvish, giant, gnomish","skills":"Deception +6, Perception +5, Stealth +5","speed":"30 ft., burrow 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components At will invisibility 2/day each hallucinatory terrain, major image ***Magic Resistance.*** The sand hag has advantage on saving throws against spells and other magical effects. ***Mimicry.*** The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. ***Scorpion Step.*** The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft.","actions":"***Change Shape.*** The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. ***Multiattack.*** The sand hag makes two claw attacks. ***Scouring Sirocco (Recharge 5-6).*** The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."} {"creature_name":"Sand Kraken","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"10 (+0)","CON":"18 (+4)","INT":"5 (-3)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Perception +4, Stealth +6","speed":"20 ft., burrow 30 ft.","hit_points":"85 (9d10 + 36)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 120 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Buried Camouflage.*** A sand kraken has advantage on Dexterity (Stealth) checks and it has total cover from attacks as long as it remains buried. ***Keen Smell.*** The sand kraken has advantage on Wisdom (Perception) checks that rely on smell. ***Tentacles.*** A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points, and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Multiattack.*** The sand kraken makes three tentacle attacks. ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) and restrained. Until the grapple ends, a grappled target takes 13 (2d8 + 4) bludgeoning damage at the beginning of each of the sand kraken's turns."} {"creature_name":"Sand Silhouette","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"all languages it knew in life","skills":"","speed":"30 ft., burrow 30 ft.","hit_points":"105 (14d8 + 42)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 11","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Camouflage.*** While in desert environments, the sand silhouette can use the Hide action even while under direct observation. ***Sand Form.*** The sand silhouette can move through a space as narrow as 1 inch wide without squeezing. ***Sand Glide.*** The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way. ***Vulnerability to Water.*** For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage.","actions":"***Engulf.*** The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time. ***Haunted Haboob (Recharge 4-6).*** The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack.*** The sand silhouette makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it."} {"creature_name":"Sand Spider","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"17 (+3)","CON":"14 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"Perception +4, Stealth +6","speed":"30 ft., burrow 20 ft.","hit_points":"105 (14d10 + 28)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ambusher.*** The sand spider has advantage on attack rolls against surprised targets. ***Sand Stealth.*** The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain. ***Spider Climb.*** The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Trapdoor Ambush.*** When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw. ***Impaling Leg.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage. ***Multiattack.*** The sand spider makes two attacks with its impaling legs and one bite attack."} {"creature_name":"Sandman","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"19 (+4)","CON":"16 (+3)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"common, celestial, giant, infernal, umbral","skills":"","speed":"40 ft.","hit_points":"82 (11d8 + 33)","armor_class":"14","senses":"truesight 60 ft., passive perception 12","saving_throws":"DEX +7, CHA +7","damage_immunities":"poison, psychic","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned, unconscious","abilities":"***Eye-Closer's Curse.*** If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic. ***Innate Spellcasting.*** The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components At will darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8) 3/day each hypnotic pattern, major image 1/day each dream, phantasmal killer (5d10) ***Stuff of Dreams.*** Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage. ***Surprise Attack.*** If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The sandman makes two claw attacks."} {"creature_name":"Sandwyrm","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"12 (+1)","CON":"18 (+4)","INT":"5 (-3)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +7, Stealth +4","speed":"20 ft., burrow 40 ft.","hit_points":"142 (15d10 + 60)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., tremorsense 120 ft., passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spine Trap.*** When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. ***Gore.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. ***Multiattack.*** The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack. ***Stinger.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis."} {"creature_name":"Sap Demon","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"6 (-2)","CON":"12 (+1)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"small","creature_type":"ooze","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"none in its natural form; knows the same languages as a creature it dominates","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"67 (15d6 + 15)","armor_class":"13 (natural)","senses":"blindsight 90 ft. (blind beyond this radius), passive perception 12","saving_throws":"","damage_immunities":"bludgeoning; acid, lightning","damage_resistances":"piercing and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Amorphous.*** The sap demon can move through a space as narrow as 1 inch wide without squeezing. ***Season's Change.*** If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.","actions":"***Multiattack.*** The sap demon makes two slam attacks. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action. ***Soul Sap.*** The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour."} {"creature_name":"Sarcophagus Slime","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"12 (+1)","CON":"18 (+4)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"understands the languages of its creator but can't speak","skills":"Stealth +4","speed":"20 ft.","hit_points":"105 (14d8 + 42)","armor_class":"11","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 11","saving_throws":"WIS +4, CHA +4","damage_immunities":"poison","damage_resistances":"acid, necrotic","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","abilities":"***Amorphous.*** The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.","actions":"***Corrupting Gaze.*** The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic. ***Frightful Presence.*** Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours. ***Multiattack.*** The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage."} {"creature_name":"Sathaq Worm","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"6 (-2)","CON":"20 (+5)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":5900,"creature_cr":10,"languages":"understands deep speech and terran, but can't speak","skills":"Perception +5, Stealth +2 (+6 In Sand, Mud, Or","speed":"20 ft., burrow 20 ft., swim 20 ft.","hit_points":"172 (15d12 + 75)","armor_class":"16 (natural armor)","senses":"tremorsense 60 ft., passive perception 15","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"thunder","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Agonizing Aura.*** The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours. ***Earth Glide.*** The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. ***Siege Monster.*** The sathaq worm deals double damage to objects and structures.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone."} {"creature_name":"Satyr","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"16 (+3)","CON":"11 (0)","INT":"12 (+1)","WIS":"10 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, elvish, sylvan","skills":"Perception +2, Performance +6, Stealth +5","speed":"40 ft.","hit_points":"31 (7d8)","armor_class":"14 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.","actions":"***Ram.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. ***Variant: Panpipes.*** Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake."} {"creature_name":"Savager","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"14 (+2)","CON":"22 (+6)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"13 (+1)","creature_size":"large","creature_type":"beast","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"--","skills":"Perception +3","speed":"40 ft., climb 20 ft.","hit_points":"115 (1d10 + 60)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +5, CON +9","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Mighty Swing.*** When a savager attacks without moving during its turn, it makes its claw attack with advantage. ***Quills.*** A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage. ***Multiattack.*** The savager makes one bite attack and one claw attack."} {"creature_name":"Saw-Toothed Beetle","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"11 (+0)","CON":"14 (+2)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"30 ft.","hit_points":"39 (6d8 + 12)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and the beetle cannot bite another target. A grappled target takes 6 (1d8 + 2) piercing damage at the start of each of the beetle's turns."} {"creature_name":"Scaladar","creature_source":"Dungeon Of The Mad Mage","STR":"19 (+4)","DEX":"10 (0)","CON":"25 (+7)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"1 (-5)","creature_size":"huge","creature_type":"construct","creature_alignment":"unaligned","creature_xp":8900,"creature_cr":8,"languages":"-","skills":"","speed":"30 ft., clmb 20 ft.","hit_points":"94 (7d12 + 49)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"force, lightning, poison","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, paralyzed, poisoned","abilities":"***Lightning Absorption.*** Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn. ***Scaladar Link.*** The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage.","actions":"***Claw.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. ***Multiattack.*** The scaladar makes three attacks: two with its claws and one with its sting. ***Sting.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage."} {"creature_name":"Scarecrow","creature_source":"Monster Manual","STR":"11 (0)","DEX":"13 (+1)","CON":"11 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"construct","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"36 (8d8)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, unconscious","abilities":"***False Appearance.*** While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.","actions":"***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. ***Multiattack.*** The scarecrow makes two claw attacks. ***Terrifying Glare.*** The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed."} {"creature_name":"Scheznyki","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"15 (+2)","CON":"18 (+4)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, darakhul, elvish","skills":"","speed":"20 ft., climb 15 ft.","hit_points":"153 (18d6 + 72)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"STR +10, CON +10","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"unconscious","abilities":"***Innate Spellcasting.*** The scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat) 5/day each magic missile, ray of enfeeblement, silent image 3/day each locate object (radius 3,000 ft to locate a vanisher hat), hideous laughter, web 1/day each dispel magic, dominate person, hold person ***Magic Resistance.*** The scheznyki has advantage on saving throws against spells and other magical effects.","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Heavy Pick.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ***Multiattack.*** The scheznyki makes four war pick attacks or two hand crossbow attacks."} {"creature_name":"Scorpion","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"11 (0)","CON":"8 (-1)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"10 ft.","hit_points":"1 (1d4-1)","armor_class":"11 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Sting.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Scorpion Cultist","creature_source":"Tome Of Beasts","STR":"11 (+0)","DEX":"14 (+2)","CON":"15 (+2)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Animal Handling +2, Deception +2, Perception +3, Stealth +4","speed":"30 ft.","hit_points":"19 (3d8 + 6)","armor_class":"13 (leather armor)","senses":"passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Senses.*** The scorpion cultist has advantage on Wisdom (Perception) checks.","actions":"***Multiattack.*** The scorpion cultist makes two melee attacks or two ranged attacks. ***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage. ***Sling.*** Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."} {"creature_name":"Scout","creature_source":"Monster Manual","STR":"11 (0)","DEX":"14 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":100,"creature_cr":0.5,"languages":"any one language (usually common)","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","speed":"30 ft.","hit_points":"16 (3d8+3)","armor_class":"13 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.","actions":"***Longbow.*** Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack.*** The scout makes two melee attacks or two ranged attacks. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Scylla","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"14 (+2)","CON":"19 (+4)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"aquan, common","skills":"Perception +10, Stealth +6, Survival +6","speed":"10 ft., swim 50 ft.","hit_points":"94 (9d12 + 36)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Heat.*** A creature who touches a scylla takes 7 (2d6) fire damage. ***Multiple Heads.*** The scylla has six heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ***Water Breathing.*** The scylla can only breathe underwater. ***Water Dependency.*** A scylla can survive on land for 6 hours before suffocating.","actions":"***Bites.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage. ***Multiattack.*** The scylla makes three bite attacks. ***Superheat Water (Recharge 5-6).*** The scylla uses one of the following options. * Scalding Blast.<\/i> The scylla releases a line of scalding water that is 60 feet long and 5 feet wide. Creatures in the area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. * Boil Water.<\/i> The water surrounding a scylla in a radius of 10 feet rises to a boil. All creatures within the area must make a DC 16 Constitution saving throw, taking 24 (7d6) fire damage on a failed saving throw, or half as much damage on a successful one. The area remains at a boil for 1 minute, even if the scylla moves to another space."} {"creature_name":"Sea Dragon Wyrmling","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"10 (+0)","CON":"15 (+2)","INT":"13 (+1)","WIS":"11 (+0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, draconic, primordial","skills":"Perception +4, Stealth +2","speed":"30 ft., fly 60 ft., swim 40 ft.","hit_points":"52 (8d8 + 16)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft. darkvision 60 ft., passive perception 14","saving_throws":"DEX +2, CON +4, WIS +2, CHA +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. ***Tidal Breath (Recharge 5-6).*** The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."} {"creature_name":"Sea Fury","creature_source":"Explorers Guide To Wildemount","STR":"19 (+4)","DEX":"15 (+2)","CON":"16 (+3)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"aquan, common, giant","skills":"Deception +8, Insight +5, Perception +5, Stealth +6","speed":"30 ft., swim 50 ft.","hit_points":"105 (14d8 + 42)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"","damage_immunities":"cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"paralyzed, poisoned","abilities":"* ***As Water.*** The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement. * ***Conjure Snakes (Costs 3 Actions).*** The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time. A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks. A sea fury encountered in its lair has a challenge rating of 14 (11,500 XP). On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row * Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured. * The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. * The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands. The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects * Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind. * Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it. * Ordinary crabs and octopi within 1 mile of the lair grow in size to become giant crabs and giant octopi, respectively. These creatures serve the sea fury as spies and guards. * ***Fearsome Apparition (Costs 2 Actions).*** The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn. ***Amphibious.*** The sea fury can breathe air and water. The sea fury 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 sea fury regains spent legendary actions at the start of its turn. ***Innate Spellcasting.*** The sea fury's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will witch bolt<\/i> * 1/day each bestow curse, fear, thunderwave<\/i> ***Legendary Resistance (3/Day).*** If the sea fury fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The sea fury has advantage on saving throws against spells and other magical effects.","actions":"***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Death Glare.*** The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points. ***Multiattack.*** The sea fury makes two attacks with its claws."} {"creature_name":"Sea Giant","creature_source":"Tome Of Horrors","STR":"29 (+9)","DEX":"14 (+2)","CON":"20 (+5)","INT":"17 (+3)","WIS":"18 (+4)","CHA":"19 (+4)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic neutral","creature_xp":5000,"creature_cr":9,"languages":"aquan, common, giant","skills":"Acrobatics +6, Athletics +13, Intimidation +8, Perception +8, Stealth +6","speed":"40 ft., swim 30 ft.","hit_points":"178 (17d10 + 85)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 18","saving_throws":"CON +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The sea giant can breathe air and water. ***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will create or destroy water, detect magic<\/i> * 5/day control water<\/i> * 3/day control weather<\/i>","actions":"***Crushing Pressure (Recharge 5-6).*** The sea giant chooses an area of water no larger than a 50-foot cube with 30 ft. of it. The water pressure within the space magically increases, and creatures within the area treat it as difficult terrain. In addition, any creature who enters or begins its turn within the area must make a DC 18 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. The area remains affected by this magic for 1 minute, until the sea giant dismisses it as an action, or the sea giant dies. ***Multiattack.*** The sea giant makes two slam attacks. ***Rock.*** Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. ***Slam.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."} {"creature_name":"Sea Hag","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"13 (+1)","CON":"16 (+3)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"aquan, common, giant","skills":"","speed":"30 ft., swim 40 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The hag can breathe air and water. ***Hag Coven.*** When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. ***Hag Eye (Coven Only).*** A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. ***Horrific Appearance.*** Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. ***Shared Spellcasting (Coven Only).*** While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves * 1st level (4 slots) identify, ray of sickness<\/i> * 2nd level (3 slots) hold person, locate object<\/i> * 3rd level (3 slots) bestow curse, counterspell, lightning bolt<\/i> * 4th level (3 slots) phantasmal killer, polymorph<\/i> * 5th level (2 slots) contact other plane, scrying<\/i> * 6th level (1 slot) eye bite<\/i> For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks).","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Death Glare.*** The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. ***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised."} {"creature_name":"Sea Lion","creature_source":"Tales From The Yawning Portal","STR":"17 (+3)","DEX":"15 (+2)","CON":"15 (+2)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Perception +4, Stealth +5","speed":"10 ft., swim 40 ft.","hit_points":"90 (12d10+24)","armor_class":"15 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The sea lion can breathe air and water. ***Keen Smell.*** The sea lion has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Source.*** tales from the yawning portal, page 242 ***Swimming Leap.*** With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage ***Multiattack.*** The sea lion makes three attacks: one bite attack and two claw attacks."} {"creature_name":"Sea Spawn","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"8 (-1)","CON":"15 (+2)","INT":"6 (-2)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands aquan and common but can't speak","skills":"","speed":"20 ft., swim 30 ft.","hit_points":"32 (5d8+10)","armor_class":"11 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Limited Amphibiousness.*** The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.","actions":"* ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. * ***Poison Quills.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. * ***Tentacle.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target. ***Multiattack.*** The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy. ***Piscine Anatomy.*** The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: ***Unarmed Strike.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage."} {"creature_name":"Selang","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"15 (+2)","CON":"18 (+4)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"common, elvish, sylvan, void speech","skills":"Perception +6, Performance +8","speed":"40 ft.","hit_points":"76 (9d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +4, CON +6, CHA +6","damage_immunities":"acid, lightning","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components At will dancing lights, minor illusion 3/day each alter self, fear, sleep, suggestion","actions":"***Alien Piping.*** A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day. ***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison. ***Multiattack.*** The selang makes two dagger attacks or two short bow attacks. ***Short Bow.*** Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison. ***Sleep Poison.*** An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."} {"creature_name":"Sepia Snake","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"16 (+3)","CON":"19 (+4)","INT":"4 (-3)","WIS":"13 (+1)","CHA":"19 (+4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +9, Stealth +7","speed":"40 ft., fly 50 ft.","hit_points":"147 (14d12 + 56)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 19","saving_throws":"DEX +7, CON +8","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Flyby.*** The sepia snake doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Gaze.*** When a creature that can see the sepia snake's eyes starts its turn within 30 feet of the sepia snake, the snake can force it to make a DC 16 Constitution saving throw if the sepia snake isn't incapacitated and can see the creature. On failure, the creature is frightened for 1 minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the sepia snake until the start of its next turn, when it can avert its eyes again. If the creature looks at the sepia snake in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the sepia snake are done at disadvantage. from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. The target is grappled (escape DC 16) if the sepia snake isn't already grappling a creature, and the target is restrained until the grapple ends. While the snake has a creature grappled with its bite, it can't bite a different creature. ***Cocoon (Recharge 5-6).*** A sepia snake can fire a line of webbing to a range of 20 feet. Creatures in this area must make a DC 16 Dexterity saving throw. On a failure, the creature is restrained by webbing. If a creature is completely covered in webbing, it must make a successful DC 16 Constitution saving throw or be placed in a state of magical suspended animation for 1d4 + 12 days. During this time, the creature does not need food or water. In one round, the sepia snake can spit enough webbing to cover one Medium or smaller creature. For each size category larger than Medium, the snake must fire another line of webbing to completely encase an opponent. As an action, creatures hit by the webbing but not completely covered can make a DC 16 Strength check, bursting the webbing on a success. A creature that is completely wrapped in the webbing cannot break free and must rely on others to remove the webs. The webbing can be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ***Multiattack.*** The sepia snake makes two melee attacks: one with its bite and one with its tail sting. ***Tail Sting.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage and 27 (6d8) poison damage, and the target must make a successful DC 16 Constitution saving throw or is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success."} {"creature_name":"Seraph","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"16 (+3)","CON":"17 (+3)","INT":"15 (+2)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral good","creature_xp":3900,"creature_cr":8,"languages":"celestial, common, ignan; telepathy 100 ft.","skills":"Arcana +5, Deception +7, Insight +5, Perception +5","speed":"40 ft., fly 30 ft.","hit_points":"119 (14d10 + 42)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"INT +5, WIS +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Heat.*** A seraph's body generates heat. Creatures who touch the genie take 7 (2d6) fire damage. If the seraph genie uses a metal weapon adds this additional damage to the weapon's attacks. A seraph genie can suppress this effect for 1 hour as a bonus action. ***Innate Spellcasting.*** A seraph genie's innate spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components. * At will detect evil and good, detect magic, flame blade, plane shift <\/i>(self only), produce flame<\/i> * 3/day each fireball, flame strike, invisibility, see invisibility, wall of fire<\/i> * 1/day each fire storm, greater invisibility<\/i>","actions":"***Fire Burst (Recharge 5-6).*** The seraph genie emits a blast of elemental fire in a 30-foot radius. All creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much on a successful one. ***Multiattack.*** A seraph genie makes three scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage."} {"creature_name":"Serpopard","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +3, Stealth +5","speed":"40 ft., swim 30 ft.","hit_points":"85 (10d10 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Sinuous Strikeback.*** The serpopard can take any number of reactions in a round, but it can react only once to each trigger. ***Swamp Stealth.*** The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Multiattack.*** The serpopard makes two bite attacks and two claw attacks. ***Musk (Recharges after a Short or Long Rest).*** The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap."} {"creature_name":"Severin","creature_source":"Tyranny Of Dragons","STR":"10 (0)","DEX":"13 (+1)","CON":"16 (+3)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"20 (+5)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"common, draconic, infernal","skills":"Arcana +7, Religion +7","speed":"30 ft.","hit_points":"150 (20d8+60)","armor_class":"16","senses":"while wearing the mask of the dragon queen: darkvision 60 ft.","saving_throws":"DEX +5, WIS +5","damage_immunities":"while wearing the mask of the dragon queen: fire","damage_resistances":"while wearing the mask of the dragon queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"while wearing the mask of the dragon queen: charmed, frightened, poisoned","abilities":"***Attack.*** Severin makes one attack. ***Draconic Majesty.*** Severin adds his Charisma bonus to his AC (included). ***Fiery Teleport (Costs 2 Actions).*** Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage. ***Hellish Chains (Costs 3 Actions).*** Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success. ***Ignite Enemy.*** If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. ***Legendary Resistance (5/Day).*** While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead. If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn. ***Special Equipment.*** Severin has the Mask of the Dragon Queen.","actions":"***Burning Touch.*** Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage. ***Flaming Orb.*** Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage. ***Scorching Burst.*** Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Shabti","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"20 (+5)","CON":"18 (+4)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"40 ft.","hit_points":"102 (12d8 + 48)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The shabti is immune to spells and effects that would alter its form. ***Magic Resistance.*** The shabti has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The shabti's weapon attacks are magical. ***Serpentine Armlets.*** As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures.","actions":"***Multiattack.*** The shabti uses Telekinesis and makes two attacks with its nabboot. ***Nabboot.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic. ***Telekinesis.*** The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn."} {"creature_name":"Shadelock","creature_source":"Tome Of Horrors","STR":"8 (-1)","DEX":"18 (+4)","CON":"10 (+0)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":3900,"creature_cr":8,"languages":"common","skills":"Arcana +7, Insight +9, Perception +9, Stealth +10","speed":"30 ft., fly 30 ft. (hover)","hit_points":"108 (24d8)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 19","saving_throws":"DEX +7, CHA +7","damage_immunities":"psychic; bludgeoning, piercing and slashing damage from nonmagical weapons","damage_resistances":"cold, necrotic","damage_vulnerabilities":"radiant","condition_immunities":"","abilities":"***Aura of Gloom.*** When not subjected to full daylight or its magical equivalent, shadelockes have advantage on all Dexterity (Stealth) checks. ***Innate Spellcasting.*** The shadelocke's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The shadelocke can innately cast the following spells, requiring no material components * At will chill touch, detect thoughts, mage hand, minor illusion<\/i> * 3/day each blink, darkness, major image<\/i> * 1/day each dominate person, fly, true seeing<\/i>","actions":"***Multiattack.*** The shadelocke makes two shadow touch attacks. ***Shadow Touch.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8+4) cold damage."} {"creature_name":"Shadhavar","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"15 (+2)","CON":"14 (+2)","INT":"8 (-1)","WIS":"10 (+0)","CHA":"16 (+3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"understands elvish and umbral but can't speak","skills":"Stealth +4","speed":"50 ft.","hit_points":"97 (13d10 + 26)","armor_class":"14 (natural)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** A shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components * At will disguise self <\/i>(as horse or unicorn only) * 2/day darkness <\/i>(centered on itself, moves with the shadhavar) ***Magic Weapons.*** A shadhavar's gore attacks are magical. ***Plaintive Melody (3/day).*** A shadhavar plays a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it. ***Shadesight.*** A shadhavar's darkvision functions in magical darkness.","actions":"***Gore.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Hooves.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage. ***Multiattack.*** A shadhavar makes one gore attack and one hooves attack."} {"creature_name":"Shadow","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"6 (-2)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Stealth +4","speed":"40 ft.","hit_points":"16 (3d8+3)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"radiant","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing. ***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. ***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.","actions":"***Strength Drain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later."} {"creature_name":"Shadow Assassin","creature_source":"Dungeon Of The Mad Mage","STR":"6 (-2)","DEX":"19 (+4)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"understands the languages it knew in life but can't speak","skills":"Perception +9, Stealth +12","speed":"40 ft.","hit_points":"78 (12d8 + 24)","armor_class":"14","senses":"darkvision 60 ft., passive perception 19","saving_throws":"DEX +8, INT +5","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"radiant","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Amorphous.*** The assassin can move through a space as narrow as 1 inch wide without squeezing. ***Shadow Stealth.*** While in dim light or darkness, the assassin can take the Hide action as a bonus action. ***Sunlight Weakness.*** While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.","actions":"***Multiattack.*** The assassin makes two Shadow Blade attacks. **Shadow Blade.** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the *Monster Manual*) rises from the corpse 1d4 hours later."} {"creature_name":"Shadow Beast","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"18 (+4)","CON":"17 (+3)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, elvish, umbral, void speech","skills":"Stealth +7","speed":"0 ft., fly 40 ft. (hover)","hit_points":"135 (18d8 + 54)","armor_class":"14","senses":"darkvision 60 ft., passive perception 12","saving_throws":"DEX +7, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amorphous.*** The shadow beast can move through a space as narrow as 1 inch wide without squeezing. ***Incorporeal Movement.*** The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components 3/day each fear, telekinesis ***Magic Resistance.*** The beast has advantage on saving throws against spells and other magical effects. ***Sunlight Sensitivity.*** While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ***Multiattack.*** The shadow beast makes one bite attack and two claw attacks. ***Shadow Push (Recharge 5-6).*** The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."} {"creature_name":"Shadow Captain","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"14 (+2)","INT":"10 (+0)","WIS":"16 (+3)","CHA":"10 (+0)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"common","skills":"Perception +11, Stealth +10","speed":"30 ft.","hit_points":"156 (24d8 + 48)","armor_class":"19 (half plate, shield)","senses":"darkvision 60 ft., passive perception 21","saving_throws":"STR +8, WIS +7","damage_immunities":"cold, necrotic, poison","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, unconscious","abilities":"***Alter Self.*** The shadow captain can assume a different form at will. The magic that provides the shadow captain with this ability is so powerful that only a true seeing spell can discern what lies under the illusion. ***Innate Spellcasting.*** The shadow captain's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The shadow captain can innately cast the following spells, requiring no material components * At will alter self, resistance, sacred flame<\/i> * 3/day each bane, inflict wounds, shield of faith<\/i> * 1/day each animate dead, contagion<\/i> ***Regeneration.*** The shadow captain regains 10 hit points at the start of its turn. If the shadow captain takes acid or fire damage, this trait doesn't function at the start of its next turn. The shadow captain dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Draining Touch.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) cold damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Longsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 22 (4d10) cold damage. ***Multiattack.*** The shadow captain makes two longsword attacks."} {"creature_name":"Shadow Dancer","creature_source":"Mordenkainens Tome Of Foes","STR":"12 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"common, elvish","skills":"Stealth +6","speed":"30 ft.","hit_points":"71 (13d8 + 13)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +6, CHA +4","damage_immunities":"","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion","abilities":"***Fey Ancestry.*** The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Shadow Jump.*** As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.","actions":"***Multiattack*** The shadow dancer makes three spiked chain attacks. ***Spiked Chain*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: * The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. * The target is knocked prone. * The target takes 22 (4d10) necrotic damage."} {"creature_name":"Shadow Demon","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"17 (+3)","CON":"12 (+1)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, telepathy 120 ft.","skills":"Stealth +7","speed":"30 ft., fly 30 ft.","hit_points":"66 (12d8+12)","armor_class":"13","senses":"darkvision 120 ft.","saving_throws":"DEX +5, CHA +4","damage_immunities":"cold, lightning, poison","damage_resistances":"acid, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"radiant","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Light Sensitivity.*** While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Shadow Stealth.*** While in dim light or darkness, the demon can take the Hide action as a bonus action.","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage."} {"creature_name":"Shadow Fey","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"10 (+0)","INT":"11 (+0)","WIS":"11 (+0)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"common, elvish, umbral","skills":"Arcana +2, Perception +2","speed":"30 ft.","hit_points":"31 (7d8)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. * 1/day misty step<\/i> (when in shadows, dim light, or darkness only) ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Traveler in Darkness.*** The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","actions":"***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Shadow Fey Duelist","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"20 (+5)","CON":"14 (+2)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"common, elvish, umbral","skills":"Arcana +4, Deception +6, Perception +4, Stealth +8","speed":"30 ft.","hit_points":"117 (18d8 + 36)","armor_class":"17 (studded leather)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +8, CON + 5, WIS + 4, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 3/day misty step (when in shadows, dim light, or darkness only) ***Parry.*** The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon. ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Traveler in Darkness.*** The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. ***Multiattack.*** The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack. ***Rapier.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage."} {"creature_name":"Shadow Fey Enchantress","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"15 (+2)","CON":"14 (+2)","INT":"12 (+1)","WIS":"17 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"common, elvish, umbral","skills":"Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5","speed":"30 ft.","hit_points":"123 (19d8 + 38)","armor_class":"16 (breastplate)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +5, WIS +6, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep. ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components. 4/day misty step (when in shadows, dim light, or darkness only) ***Spellcasting.*** The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells. Cantrips (at will) blade ward, friends, message, vicious mockery 1st level (4 slots) bane, charm person, faerie fire 2nd level (3 slots) enthrall, hold person 3rd level (3 slots) conjure fey, fear, hypnotic pattern 4th level (3 slots) confusion, greater invisibility, phantasmal killer 5th level (2 slots) animate objects, dominate person, hold monster ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Traveler in Darkness.*** The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","actions":"***Beguiling Whispers (recharge 5-6).*** The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress. ***Leadership (recharges after a Short or Long Rest).*** The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated. ***Multiattack.*** The shadow fey makes two rapier attacks. ***Rapier.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage."} {"creature_name":"Shadow Fey Forest Hunter","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"18 (+4)","CON":"12 (+1)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, elvish, umbral","skills":"Arcana +3, Perception +4, Stealth +10, Survival +4","speed":"30 ft.","hit_points":"104 (19d8 + 19)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"DEX +7, CON +4, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 3/day misty step (when in shadows, dim light, or darkness only) ***Sneak Attack (1/turn).*** The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll. ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Traveler in Darkness.*** The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","actions":"***Longbow.*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. ***Multiattack.*** The shadow fey makes two ranged attacks. ***Rapier.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage."} {"creature_name":"Shadow Fey Guardian","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"16 (+3)","INT":"6 (-2)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"humanoid","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, elvish, umbral","skills":"Athletics +6, Perception +4","speed":"30 ft.","hit_points":"110 (13d10 + 39)","armor_class":"15 (chain shirt)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"STR +6, CON +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Fey Ancestry.*** The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 1/day misty step (when in shadows, dim light, or darkness only) ***Protect.*** The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction. ***Shadow's Vigil.*** The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision. ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. ***Traveler in Darkness.*** The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","actions":"***Javelin.*** Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ***Multiattack.*** The shadow fey makes two pike attacks. ***Pike.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage."} {"creature_name":"Shadow Hunter","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"15 (+2)","CON":"19 (+4)","INT":"5 (-3)","WIS":"14 (+2)","CHA":"3 (-4)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"Perception +6, Stealth +6","speed":"30 ft., climb 50 ft., swim 30 ft.","hit_points":"105 (10d12 + 40)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Keen Smell.*** The shadow hunter has advantage on Wisdom (Perception) checks that rely on smell. ***Shadow Stealth.*** While in dim light or darkness, the shadow hunter can take the Hide action as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage and 27 (6d8) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. ***Constrict.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the shadow hunter can't constrict another target."} {"creature_name":"Shadow Hunter Hatchling","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"13 (+1)","CON":"12 (+1)","INT":"5 (-3)","WIS":"10 (+0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Perception +4, Stealth +3","speed":"30 ft., climb 40 ft., swim 20 ft.","hit_points":"55 (10d8 + 10)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Keen Smell.*** The shadow hunter has advantage on Wisdom (Perception) checks that rely on smell. ***Shadow Stealth.*** While in dim light or darkness, the shadow hunter can take the Hide action as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour."} {"creature_name":"Shadow Mastiff","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3, Stealth +6","speed":"40 ft.","hit_points":"33 (6d8+6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ethereal Awareness.*** The shadow mastiff can see ethereal creatures and objects. ***Keen Hearing and Smell.*** The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Shadow Blend.*** While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. ***Sunlight Weakness.*** While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."} {"creature_name":"Shadow Mastiff Alpha","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"","skills":"Perception +3, Stealth +6","speed":"40 ft.","hit_points":"42-54","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ethereal Awareness.*** The shadow mastiff can see ethereal creatures and objects. ***Keen Hearing and Smell.*** The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Shadow Blend.*** While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. ***Sunlight Weakness.*** While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ***Terrifying Howl*** The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened 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 any shadow mastiff's Terrifying Howl for the next 24 hours."} {"creature_name":"Shadowghast","creature_source":"Explorers Guide To Wildemount","STR":"14 (+2)","DEX":"20 (+5)","CON":"12 (+1)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +3, Stealth +8","speed":"35 ft.","hit_points":"49 (9d8 + 9)","armor_class":"15","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, poisoned","abilities":"***Shadow Stealth.*** While in dim light or darkness, the shadowghast can take the Hide action as a bonus action. ***Stench.*** Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage. ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution 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. ***Multiattack.*** The shadowghast makes two attacks: one with its bite and one with its claws."} {"creature_name":"Shalvus Martholio","creature_source":"Storm Kings Thunder","STR":"10 (0)","DEX":"15 (+2)","CON":"10 (0)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (turami human)","creature_alignment":"neutral","creature_xp":10,"creature_cr":0,"languages":"common, elvish","skills":"Deception +4, Insight +4, Investigation +3, Perception +4, Sleight Of Hand +4, Stealth +4","speed":"30 ft.","hit_points":"27 (6d8)","armor_class":"13 (leather)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks. **Ideal ** \"I'll do what it takes to prove myself to the Zhentarim.\" **Bond ** \"I love animals, and I'm very protective of them.\" **Flaw ** \"I can't resist taking risks to feed my ambitions.\" ***Sneak Attack (1/turn).*** Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll.","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Shalvus carries ten crossbow bolts. ***Quarterstaff.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with both hands."} {"creature_name":"Shambling Mound","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"8 (-1)","CON":"16 (+3)","INT":"5 (-3)","WIS":"10 (0)","CHA":"5 (-3)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"Stealth +2","speed":"20 ft., swim 20 ft.","hit_points":"136 (16d10+48)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"lightning","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhaustion","abilities":"***Lightning Absorption.*** Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.","actions":"***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. ***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Sharkjaw Skeleton","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"10 (+0)","CON":"15 (+2)","INT":"6 (-2)","WIS":"8 (-1)","CHA":"4 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages of its creator but can't speak","skills":"Perception +1, Stealth +2","speed":"30 ft., swim 30 ft.","hit_points":"45 (6d10 + 12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., blindsense 30 ft., passive perception 11","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"exhaustion, poisoned","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Multiattack.*** The sharkjaw skeleton makes one bite attack and one claw attack."} {"creature_name":"Sharwyn Hucrele","creature_source":"Tales From The Yawning Portal","STR":"11 (0)","DEX":"13 (+1)","CON":"14 (+2)","INT":"16 (+3)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common, draconic, goblin","skills":"Arcana +5, Insight +4, Persuasion + 1","speed":"30 ft.","hit_points":"13 (2d8+4)","armor_class":"16 (Barkskin trait)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barkskin.*** Sharwyn's AC can't be lower than 16. ***Source.*** tales from the yawning portal, page 242 ***Special Equipment.*** Sharwyn has a spell book that contains the spells listed in her Spellcasting trait, plus detect magic and silent image. ***Spellcasting.*** Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared * Cantrips (at will) light, prestidigitation, ray of frost<\/i> * 1st level (2 slots) color spray, magic missile, shield, sleep<\/i> ***Tree Thrall.*** If the Gulthias Tree dies, Sharwyn dies 24 hours later.","actions":"***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Shellycoat","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"15 (+2)","CON":"16 (+3)","INT":"13 (+1)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"giant, sylvan","skills":"Perception +1, Stealth +4","speed":"30 ft., swim 20 ft.","hit_points":"75 (10d8 + 30)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, unconscious","abilities":"***Innate Spellcasting.*** The shellycoat can cast the following spells innately, requiring no components 1/day each darkness, fog cloud<\/i> 1/day (if in possession of its coat) water breathing<\/i> ***Regeneration.*** The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Stealthy Observer.*** The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing. ***Sunlight Sensitivity.*** The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature. ***Multiattack.*** The shellycoat makes one bite attack and one claws attack."} {"creature_name":"Shield Guardian","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"8 (-1)","CON":"18 (+4)","INT":"7 (-2)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"understands commands given in any language but can't speak","skills":"","speed":"30 ft.","hit_points":"142 (15d10+60)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Bound.*** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. ***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. ***Shield.*** When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. ***Spell Storing.*** A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.","actions":"***Fist.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Multiattack.*** The guardian makes two fist attacks."} {"creature_name":"Shipbreaker Sea Serpent","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"10 (+0)","CON":"29 (+9)","INT":"11 (+0)","WIS":"17 (+3)","CHA":"11 (+0)","creature_size":"gargantuan","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":155000,"creature_cr":30,"languages":"deep speech, draconic","skills":"Perception +22, Stealth +18","speed":"20 ft., swim 60 ft.","hit_points":"663 (34d20 + 306)","armor_class":"19 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 22","saving_throws":"STR +19 DEX +9, CON +18, WIS +12","damage_immunities":"cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons.","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"frightened, paralyzed, poisoned, restrained","abilities":"The sea serpent 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 sea serpent regains spent legendary actions at the start of its turn. ***Amphibious.*** The sea serpent can breathe air and water. ***Breach (Costs 3 Actions).*** The sea serpent dives deep below the surface of the water then swims rapidly upward, propelling itself out of the water, often clearing the surface, before violently slamming into the surface with great force. Each creature within 60 feet of the sea serpent must succeed on a DC 23 Dexterity saving or take 27 (5d10) bludgeoning damage and be knocked prone. ***Detect.*** The sea serpent makes a Wisdom (Perception) check. ***Keen Scent.*** This sea serpent can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at a range of up to a mile. ***Legendary Resistance (3/day).*** If the sea serpent fails a saving throw, it can choose to succeed instead. ***Siege Monster.*** The sea serpent deals double damage to objects and structures ***Tail Attack.*** The sea serpent makes a tail attack.","actions":"* ***Gargantuan*** The craft must make a generic DC 14 and all on board must make a DC 13 If the save is successful, the ship takes 65 (10d10 + 10) damage and those on board must make a DC 10 Dexterity saving throw. On a failed save, the passenger takes 15 (1d10 + 10) bludgeoning damage and is * ***Huge*** The craft must make a generic DC 16 and all on board must make a DC 15 If the save is successful, the ship takes 81 (13d10 + 10) damage and those on board must make a DC 12 Dexterity saving throw. On a failed save, the passenger takes 26 (3d10 + 10) bludgeoning damage and is * ***Large*** The craft must make a generic DC 18 saving throw to avoid being capsized. If it fails the save by 5 or more, the ship capsizes and all on board must make a DC 16 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 103 (17d10 + 10) damage and those on board must make a DC 14 Dexterity saving throw. On a failed save, the passenger takes 37 (5d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship's edge), or half as much without being knocked prone on a success. * ***Medium*** The craft must make a generic DC 20 saving throw to avoid being destroyed. If the craft fails the save by 5 or more, it capsizes and all on board must make a DC 18 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 120 (20d10 + 10) damage and those on board must make a successful DC 17 Dexterity saving throw. On a failed save, the passenger takes 48 (7d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship's edge), or half as much without being knocked prone on a success. * ***Small*** The craft is destroyed, all on board must make a successful DC 23 Dexterity saving throw to avoid being stunned. On a failed save, passengers each take 65 (10d10 + 10) bludgeoning damage, are trapped in the wreckage, and are stunned for 1 minute, or half as much on a successful save and are thrown clear of the wreckage. ***Bite.*** Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 45 (10d6 + 10) piercing damage and 28 (8d6) poison damage. ***Capsize.*** If the sea serpent moves at least 30 feet straight toward a watercraft (boat, ship, ferry, etc.) and then hits it with a ram attack on the same turn, there is a chance that it will capsize. All occupants of the watercraft must make Dexterity saving throw when the craft is rammed (see below). To determine if the watercraft capsizes, consult the following table: ***Frightful Presence.*** Each creature of the sea serpent's choice that is within 120 feet of the sea serpent and aware of it must succeed on a DC 23 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 sea serpent's Frightful Presence for the next 24 hours. ***Multiattack.*** The sea serpent can use its frightful presence and make two attacks: one with its bite and one with its tail. ***Ram.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) bludgeoning damage. ***Tail.*** Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage."} {"creature_name":"Shoalar Quanderil","creature_source":"Elemental Evil","STR":"11 (0)","DEX":"12 (+1)","CON":"16 (+3)","INT":"14 (+2)","WIS":"10 (0)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (water genasi)","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"aquan, common","skills":"Arcana +4, Deception +5, Insight +2, Persuasion +5","speed":"30 ft., swim 30 ft.","hit_points":"60 (8d8+24)","armor_class":"10 (13 with mage armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"acid","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** Shoalar can breathe air and water. ***Innate Spellcasting.*** Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells * At will shape water<\/i> * 1/day create or destroy water<\/i> ***Spellcasting.*** Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells * Cantrips (at will) acid splash, chill touch, friends, prestidigitation, ray of frost<\/i> * 1st level (4 slots) disguise self, mage armor, magic missile<\/i> * 2nd level (3 slots) hold person, misty step<\/i> * 3rd level (2 slots) tidal wave<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {"creature_name":"Shoggoth","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"14 (+2)","CON":"28 (+9)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"13 (+1)","creature_size":"huge","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":22000,"creature_cr":19,"languages":"void speech","skills":"Perception +9","speed":"50 ft., climb 30 ft., swim 30 ft.","hit_points":"387 (25d12 + 225)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 19","saving_throws":"","damage_immunities":"cold, thunder, slashing","damage_resistances":"fire, bludgeoning, piercing","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, prone, stunned, unconscious","abilities":"***Absorb Flesh.*** The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body. ***Amorphous.*** A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing. ***Anaerobic.*** A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space. ***Hideous Piping.*** The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round. ***Keen Senses.*** A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Rolling Charge.*** If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth.","actions":"***Multiattack.*** The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns. ***Slam.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks."} {"creature_name":"Shoosuva","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"13 (+1)","CON":"17 (+3)","INT":"7 (-2)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"abyssal, gnoll, telepathy 120 ft.","skills":"","speed":"40 ft.","hit_points":"110 (13d10+39)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +4, CON +6, WIS +5","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Rampage.*** When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage. ***Multiattack.*** The shoosuva makes two attacks: one with its bite and one with its tail stinger. ***Tail Stinger.*** Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Shrieker","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"1 (-5)","CON":"10 (0)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"","speed":"0 ft.","hit_points":"13 (3d8)","armor_class":"5","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, frightened","abilities":"***False Appearance.*** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.","actions":"***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward"} {"creature_name":"Shroud","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"13 (+1)","CON":"10 (+0)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":25,"creature_cr":0.125,"languages":"common","skills":"Stealth +3","speed":"0 ft., fly 30 ft. (hover)","hit_points":"9 (2d8)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"radiant","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Amorphous.*** The shroud can move through a space as narrow as 1 inch wide without squeezing. ***Shadow Evolution.*** Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities. ***Shroud Stealth.*** When in dim light or darkness, the shroud can take the Hide action as a bonus action. ***Sunlight Weakness.*** While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.","actions":"***Strength Drain.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later."} {"creature_name":"Sibriex","creature_source":"Mordenkainens Tome Of Foes","STR":"10 (0)","DEX":"3 (-3)","CON":"23 (+6)","INT":"25 (+7)","WIS":"24 (+7)","CHA":"25 (+7)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":20000,"creature_cr":18,"languages":"all, telepathy 120 ft.","skills":"Arcana +13, History +13, Perception +13","speed":"0 ft., fly 20 ft. (hover)","hit_points":"150 (12d12 + 72)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 23","saving_throws":"INT +13, CHA +13","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Cast a Spell*** The sibriex casts a spell. ***Contamination.*** The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. ***Innate Spellcasting.*** The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components * At will charm person, command, dispel magic, hold monster<\/i> * 3/day feeblemind<\/i> ***Legendary Resistance (3/Day).*** If the sibriex fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The sibriex has advantage on saving throws against spells and other magical effects. ***Spray Bile*** The sibriex uses Squirt Bile. ***Warp (Costs 2 Actions)*** The sibriex uses Warp Creature. The sibriex 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 sibriex regains spent legendary actions at the start of its turn.","actions":"***Bite*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. ***Chain*** Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. ***Multiattack*** The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. ***Squirt Bile*** The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. ***Warp Creature*** The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. (See 'Other' tab for variant)"} {"creature_name":"Sildar Hallwinter","creature_source":"Lost Mine Of Phandelver","STR":"13 (+1)","DEX":"10 (0)","CON":"12 (+1)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral good","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Perception +2","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"16 (chain mail)","senses":"","saving_throws":"STR +3, CON +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage. ***Longsword.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ***Multiattack.*** Sildar makes two melee attacks."} {"creature_name":"Silid","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (+0)","WIS":"9 (-1)","CHA":"9 (-1)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"goblin, undercommon","skills":"Stealth +4","speed":"30 ft.","hit_points":"16 (3d6 + 6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The silid's innate spellcasting ability is Charisma (spell save DC 9, +1 to hit with spell attacks). It can innately cast blur<\/i> once per day, requiring no material components. ***Surprise Attack.*** If the silid surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","actions":"***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage."} {"creature_name":"Silver Dragon Wyrmling","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., fly 60 ft.","hit_points":"45 (6d8+18)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +5, WIS +2, CHA +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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."} {"creature_name":"Silver Mouse Dragon","creature_source":"Tome Of Horrors","STR":"5 (-3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"11 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":450,"creature_cr":2,"languages":"understands common and draconic but can't speak","skills":"Arcana +2, Nature +2, Perception +4, Stealth +6","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"27 (6d4 + 12)","armor_class":"13 (natural armor)","senses":"darkvision 30 ft., passive perception 14","saving_throws":"DEX +4, CON +4, WIS +2, CHA +3","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 10- foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one. ***Multiattack.** The gold mouse dragon makes one bite attack and two claw attacks."} {"creature_name":"Sir Baric Nylef","creature_source":"Storm Kings Thunder","STR":"18 (+4)","DEX":"11 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (illuskan human)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common","skills":"Insight +4, Investigation +2, Medicine +4, Survival +4","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"18 (plate)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave.*** Baric has advantage on saving throws against being frightened. As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \"the Weezil\" Forkbeard, who is rumored to be hiding in Iceland Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry. **Ideal ** \"Evil must not be allowed to thrive in this world.\" **Bond ** \"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\" **Flaw ** \"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\"","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Baric carries twenty crossbow bolts. ***Maul.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Sir Braford","creature_source":"Tales From The Yawning Portal","STR":"16 (+3)","DEX":"9 (-1)","CON":"14 (+2)","INT":"10 (0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Athletics +S, Perception +3","speed":"30 ft.","hit_points":"19 (3d8+6)","armor_class":"18 (chain mail, shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barkskin.*** Sir Braford's AC can't be lower than 16. ***Protection.*** When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll. ***Source.*** tales from the yawning portal, page 243 ***Special Equipment.*** Sir Braford wields Shatterspike, a magic longsword that grants a + 1 bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties. ***Tree Thrall.*** If the Gulthias Tree dies, Sir Braford dies 24 hours later.","actions":"***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1dlO + 4) slashing damage if used with two hands."} {"creature_name":"Sirac of Suzail","creature_source":"Storm Kings Thunder","STR":"14 (+2)","DEX":"17 (+3)","CON":"11 (0)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (chondathan human)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common, orc","skills":"Athletics +4, Insight +3, Survival +3","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"14 (leather)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon. An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fishe but instead found religion. The misbegotten son of Artus Climber, a renowened human adventurer, Sirac hasn't seen his father since he was a baby. **Ideal ** \"Without duty or loyalty, a man is nothing.\" **Bond ** \"Icewind Dale is where i belong for the rest of my life.\" **Flaw ** \"I am honest to a fault.\"","actions":"***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Sirac carries six darts. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage."} {"creature_name":"Siren","creature_source":"Tales From The Yawning Portal","STR":"10 (0)","DEX":"18 (+4)","CON":"12 (+1)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"chaotic good","creature_xp":700,"creature_cr":3,"languages":"common, elvish, sylvan","skills":"Medicine +4, Nature +3, Stealth +6, Survival +4","speed":"30 ft., swim 30 ft.","hit_points":"38 (7d8+7)","armor_class":"14","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** Siren can breathe air and water. ***Innate Spellcasting.*** Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components * 1/day each charm person, fog cloud, greater invisibility, polymorph <\/i>(self only). ***Magic Resistance.*** Siren has advantage on saving throws against spells and other magical effects. ***Source.*** tales from the yawning portal, page 243","actions":"***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Stupefying Touch.*** Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn."} {"creature_name":"Skein Witch","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"12 (+1)","CON":"14 (+2)","INT":"16 (+3)","WIS":"20 (+5)","CHA":"20 (+5)","creature_size":"medium","creature_type":"celestial","creature_alignment":"neutral","creature_xp":8400,"creature_cr":12,"languages":"celestial, telepathy (100 ft.)","skills":"History +8, Insight +15, Perception +15","speed":"30 ft., fly 30 ft.","hit_points":"162 (25d8 +50)","armor_class":"20 (natural armor)","senses":"truesight 60 ft., passive perception 25","saving_throws":"INT +8, WIS +10, CHA +10","damage_immunities":"fire, lightning, psychic","damage_resistances":"radiant","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bend Fate (3/day).*** If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage. ***Fear All Cards.*** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates. ***Magic Resistance.*** The skein witch has advantage on saving throws against spells and other magical effects. ***Misty Step (At Will).*** The skein witch can step between places as a bonus action. ***Sealed Destiny (1/Day).*** The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important.","actions":"***Bind Fates (1/Day).*** One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding. ***Destiny Distortion Wave (Recharge 5-6).*** The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws. ***Inexorable Threads.*** Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\" If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest. ***Multiattack.*** The skein witch makes two Inexorable Thread attacks."} {"creature_name":"Skeleton","creature_source":"Monster Manual","STR":"10 (0)","DEX":"14 (+2)","CON":"15 (+2)","INT":"6 (-2)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"understands all languages it spoke in life but can't speak","skills":"","speed":"30 ft.","hit_points":"13 (2d8+4)","armor_class":"13 (armor scraps)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"poisoned","actions":"***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Skeleton Knight","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"15 (+2)","CON":"17 (+3)","INT":"7 (-2)","WIS":"8 (-1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"understand its master's language in life but cannot speak","skills":"","speed":"30 ft.","hit_points":"37 (5d8 + 15)","armor_class":"15 (armor scraps)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"exhaustion, poisoned","actions":"***Melee Weapon.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: varies, damage is determined by weapon. Battleaxe or longsword: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Greatsword: 9 (2d6 + 1) slashing damage."} {"creature_name":"Skin Bat","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"16 (+3)","CON":"10 (+0)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"small","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +3","speed":"10 ft., fly 40 ft.","hit_points":"14 (4d6)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Summon Bat Swarm.*** The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours."} {"creature_name":"Skitterhaunt","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"11 (+0)","CON":"19 (+4)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"large","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"30 ft.","hit_points":"95 (10d10 + 40)","armor_class":"14 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 8","saving_throws":"","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","abilities":"***Broken Shell.*** A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. ***Infest Vermin.*** If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze.","actions":"***Acid Spray (Recharge 6).*** The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target. ***Multiattack.*** The skitterhaunt makes two claw attacks and one sting attack. ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage."} {"creature_name":"Skulk","creature_source":"Mordenkainens Tome Of Foes","STR":"6 (-2)","DEX":"19 (+4)","CON":"10 (0)","INT":"10 (0)","WIS":"7 (-1)","CHA":"1 (-4)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":100,"creature_cr":0.5,"languages":"understands common but can't speak","skills":"Stealth +8","speed":"30 ft.","hit_points":"18 (4d8)","armor_class":"14","senses":"darkvision 120 ft., passive perception 8","saving_throws":"CON +2","damage_immunities":"radiant","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded","abilities":"***Fallible Invisibility.*** The skulk is invisible. This invisibility can be circumvented by three things * The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface. * The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. * Humanoid children, aged 10 and under, can see through this invisibility. ***Trackless.*** The skulk leaves no tracks to indicate where it has been or where it's headed.","actions":"***Claws*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage."} {"creature_name":"Skull Lord","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"16 (+3)","CON":"17 (+3)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"21 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"all the languages it knew in life","skills":"Athletics +7, History +8, Perception +12, Stealth +8","speed":"30 ft.","hit_points":"105 (14d8 + 42)","armor_class":"18 (plate)","senses":"darkvision 60 ft., passive perception 22","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious","abilities":"***Bone Staff (Costs 2 Actions)*** The skull lord makes a bone staff attack. The skull 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 skull lord regains spent legendary actions at the start of its turn. ***Cantrip*** The skull lord casts a cantrip. ***Evasion.*** If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Legendary Resistance (3/Day).*** If the skull lord fails a saving throw, it can choose to succeed instead. ***Master of the Grave.*** While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. ***Move*** The skull lord moves up to its speed without provoking opportunity attacks. ***Spellcasting.*** The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells * Cantrips (at will) chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp<\/i> * 1st level (4 slots) magic missile, expeditious retreat, thunderwave<\/i> * 2nd level (3 slots) mirror image, scorching ray<\/i> * 3rd level (3 slots) fear, haste<\/i> * 4th level (3 slots) dimension door, ice storm<\/i> * 5th level (2 slots) cloudkill, cone of cold<\/i> * 6th level (1 slot) eyebite<\/i> * 7th level (1 slot) finger of death<\/i> ***Summon Undead (Costs 3 Actions)*** Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.","actions":"***Bone Staff*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. ***Multiattack*** The skull lord makes three bone staff attacks."} {"creature_name":"Skull Spider","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"20 (+5)","CON":"10 (+0)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"Perception +4, Stealth +7","speed":"20 ft., climb 10 ft.","hit_points":"2 (1d4)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The spider has advantage on an attack roll against a creature if at least one of the spider's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Sting.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour."} {"creature_name":"Skulleton","creature_source":"Tome Of Horrors","STR":"6 (-2)","DEX":"10 (+0)","CON":"13 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"understands the languages of its creator but can't speak","skills":"Perception +5","speed":"fly 10 ft.","hit_points":"21 (6d4 + 6)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw against disease or be poisoned until the disease is cured. For every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. ***Dust (2/day).*** The skulleton can use its crumbled remains to attack any creature that comes within 10 feet of it. The skulleton billows forth a cloud of dust that surrounds it in a 10-foot radius. All creatures in this area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Skyweaver","creature_source":"Elemental Evil","STR":"8 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"auran, common","skills":"Deception +5, Persuasion +5","speed":"30 ft.","hit_points":"44 (8d8+8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) blade ward, light, message, ray of frost, shocking grasp<\/i> * 1st level (4 slots) feather fall, mage armor, witch bolt<\/i> * 2nd level (3 slots) gust of wind, invisibility<\/i> * 3rd level (3 slots) fly, lightning bolt<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {"creature_name":"Slaad Tadpole","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"15 (+2)","CON":"10 (0)","INT":"3 (-4)","WIS":"5 (-3)","CHA":"3 (-4)","creature_size":"tiny","creature_type":"aberration","creature_alignment":"chaotic neutral","creature_xp":25,"creature_cr":0.125,"languages":"understands slaad but can't speak","skills":"Stealth +4","speed":"30 ft.","hit_points":"10 (4d4)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Slithering Tracker","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"19 (+4)","CON":"15 (+2)","INT":"10 (0)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"ooze","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"understands languages it knew in its previous form but can't speak","skills":"Stealth +8","speed":"30 ft., climb 30 ft., swim 30 ft.","hit_points":"32 (5d8+10)","armor_class":"14","senses":"blindsight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"cold, fire","condition_immunities":"blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious","abilities":"***Ambusher.*** In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. ***Damage Transfer.*** While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half. ***False Appearance.*** While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. ***Keen Tracker.*** The slithering tracker has advantage on Wisdom checks to track prey. ***Liquid Form.*** The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. ***Spider Climb.*** The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Watery Stealth.*** While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.","actions":"***Life Leech.*** One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage."} {"creature_name":"Sloth Viper","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"16 (+3)","CON":"11 (+0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"--","skills":"Perception +3, Stealth +5","speed":"30 ft., climb 30 ft., swim 30 ft.","hit_points":"38 (7d10)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) poison damage and the target is poisoned for 1 minute. On a successful saving throw, the target takes half damage and isn't poisoned. While the target is poisoned, its speed is halved, it can't use reactions, and it can take only one action or one bonus action on each of its turns, and regardless of abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted."} {"creature_name":"Slow Storm","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"19 (+4)","CON":"22 (+6)","INT":"11 (+0)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"huge","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":13000,"creature_cr":15,"languages":"common, primordial","skills":"","speed":"0 ft., fly 60 ft. (hover)","hit_points":"225 (18d12 + 108)","armor_class":"19","senses":"blindsight 30 ft., darkvision 120 ft., passive perception 13","saving_throws":"DEX +9, CON +11","damage_immunities":"lightning","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Bone Wrack.*** When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity. ***Innate Spellcasting.*** The slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components At will lightning bolt 3/day chain lightning ***Storm Form.*** A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind.","actions":"***Slam.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage. ***Static Shock (Recharge 5-6).*** The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack."} {"creature_name":"Sluagh Swarm","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"16 (+3)","CON":"11 (+0)","INT":"6 (-2)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"swarm","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"common, sylvan","skills":"Stealth +5","speed":"30 ft., fly 50 ft.","hit_points":"54 (12d8)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing","damage_vulnerabilities":"fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Lone Slaughs *** An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage. They travel in swarms for a reason. ***Shadowy Stealth.*** While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action. ***Sunlight Weakness.*** While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points.","actions":"***Chilling Touch.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic."} {"creature_name":"Small Acid Elemental","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"15 (+2)","CON":"19 (+4)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Stealth +6","speed":"20 ft., swim 80 ft.","hit_points":"60 (8d6 + 32)","armor_class":"12","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Acid.*** A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. ***Fumes.*** Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 15 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental's fumes for 24 hours. ***Vulnerability to Water.*** For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage.","actions":"***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Small Gravity Elemental","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"10 (+0)","CON":"17 (+3)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3, Stealth +6","speed":"0 ft., fly 40 ft.","hit_points":"52 (8d6 + 24)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Deflection.*** The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack. The damage the elemental takes from the attack is reduced by 8 (1d6 + 5). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The elemental has a +5 to hit with the attack, which has a normal range of 20 feet and a long range of 60 feet. ***Distortion.*** The gravity elemental's Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. ***Singularity.*** The gravity elemental is immune to spells and effects that would push, pull, or move it.","actions":"***Engulf.*** The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 13 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target's space, and the target is grappled and restrained. While restrained, a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental's turns, a target takes 14 (2d10 + 3) force damage. If this damage drops a target to 0 hit points, it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish. A grappled target can attempt to break free with a DC 13 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. ***Gravity Field.*** The gravity elemental manipulates the very forces of nature and chooses one of the effects below. 1. ***Lift.*** The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 50 pounds that are within 15 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 13 Dexterity saving throw, taking 7 (1d8 + 3) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. 2. ***Hold.*** The gravity elemental increases local gravity. Creatures within 15 feet of the elemental must succeed on a DC 13 Strength saving throw or be restrained until the beginning of the elemental's next turn. 3. ***Crush (1/Long Rest).*** The gravity elemental greatly increases local gravity within a 15-foot radius of itself. All creatures, other than the elemental, within that area make a DC 13 Constitution saving throw, taking 19 (3d10 + 3) force damage on a failed saving throw, or half as much damage on a success."} {"creature_name":"Small Obsidian Elemental","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"8 (-1)","CON":"18 (+4)","INT":"4 (-3)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"terran","skills":"","speed":"20 ft.","hit_points":"45 (6d6 + 24)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","abilities":"***Brute.*** A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). ***Death Throes.*** When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one. ***Molten Glass.*** A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage. ***Multiattack.*** The obsidian elemental makes two claw attacks."} {"creature_name":"Smaragdine Golem","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"11 (+0)","CON":"21 (+5)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":11500,"creature_cr":14,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"231 (22d10 + 110)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Absorb Magic.*** As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Release Spell.*** The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn. ***Slam.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage."} {"creature_name":"Smoke Dragon","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"small","creature_type":"dragon","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Nature +2, Perception +5, Stealth +5, Survival +3","speed":"25 ft., fly 60 ft.","hit_points":"27 (6d6 + 6)","armor_class":"14 (natural armor)","senses":"blindsight 10 ft., darkvision 30 ft., passive perception 15","saving_throws":"DEX +3, CON +3, WIS +3, CHA +2","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Blending.*** The smoke dragon has advantage on Dexterity (Stealth) checks made to hide within areas of smoke or fog.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ***Smoke Breath (Recharge 5-6).*** The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. The area is heavily obscured and the cloud of smoke remains for 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour). Creatures that enter or begin their turn in the area must succeed on a DC 11 Constitution saving throw or be poisoned. While poisoned, the creature must succeed on a DC 11 Constitution saving throw at the beginning of its turn, or spend its turn coughing and retching, preventing the creature from taking actions or moving. Once a poisoned creature succeeds on three consecutive saving throws, it is no longer poisoned. ***Smoke Form (1/day).*** The smoke dragon polymorphs into a Medium cloud of smoke. While in smoke form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage. The transformation last for 1 hour unless the smoke dragon chooses to end it earlier with a bonus action."} {"creature_name":"Smoke Mephit","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"auran, ignan","skills":"Perception +2, Stealth +4","speed":"30 ft., fly 30 ft.","hit_points":"22 (5d6+5)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. ***Innate Spellcasting (1/Day).*** The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.","actions":"***Cinder Breath (Recharge 6).*** The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn . ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Snow Queen","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"18 (+4)","CON":"14 (+2)","INT":"18 (+4)","WIS":"20 (+5)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":15000,"creature_cr":16,"languages":"common, elvish, giant, sylvan","skills":"Perception +10, Stealth +9","speed":"40 ft.","hit_points":"123 (19d8 + 38)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 20","saving_throws":"DEX +9, CON +7, CHA +9","damage_immunities":"cold","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, exhaustion","abilities":"***Frozen Shards.*** When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw. ***Ice Crown.*** The Snow Queen makes an ice crown attack. ***Innate Spellcasting.*** The Snow Queen's innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components. At will fog cloud, magic missile, ray of frost 3/day each chill metal (as heat metal, but does cold damage), freezing sphere 1/day cone of cold ***Legendary Resistance (3/day).*** If the Snow Queen fails a saving throw, she can choose to succeed instead. ***Magic Weapons.*** The Snow Queen's weapon attacks are magical and do an extra 7 (2d6) cold damage (included below). ***Regional Effects.*** The region containing the Snow Queen's lair is warped by the fey lady's magic, which creates one or more of the following effects - Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire. - The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow. - Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair. If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. ***Snowblind.*** One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn. ***Snowfall Mantle (2 Actions).*** The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen's next turn, at which time her mantle returns to her shoulders. ***The Snow Queen can take 3 legendary actions, choosing from the options below.*** Only one legendary action option can be used at a time and only at the end of another creature's turn. The Snow Queen regains spent legendary actions at the start of her turn. ***The Snow Queen's Lair.*** On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can't use the same effect two rounds in a row - A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall's area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall's space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies. - Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren't immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round. - The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen's foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round. ***Winter Step.*** The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow.","actions":"***Claws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. ***Cold Snap (Recharge 5-6).*** The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap. ***Ice Crown.*** Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn. ***Multiattack.*** The Snow Queen makes two attacks in any combination of her claws and her ice crown."} {"creature_name":"Solar","creature_source":"Monster Manual","STR":"26 (+8)","DEX":"22 (+6)","CON":"26 (+8)","INT":"25 (+7)","WIS":"25 (+7)","CHA":"30 (+10)","creature_size":"large","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":33000,"creature_cr":21,"languages":"all, telepathy 120 ft.","skills":"Perception +14","speed":"50 ft., fly 150 ft.","hit_points":"243 (18d10+144)","armor_class":"21 (natural armor)","senses":"truesight 120 ft.","saving_throws":"INT +14, WIS +14, CHA +17","damage_immunities":"necrotic, poison","damage_resistances":"radiant, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Angelic Weapons.*** The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). ***Blinding Gaze (Costs 3 Actions).*** The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. ***Divine Awareness.*** The solar knows if it hears a lie. The solar 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 solar regains spent legendary actions at the start of its turn. ***Innate Spellcasting.*** The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components * At will detect evil and good, invisibility <\/i>(self only) * 3/day each blade barrier, dispel evil and good, resurrection<\/i> * 1/day each commune, control weather<\/i> ***Magic Resistance.*** The solar has advantage on saving throws against spells and other magical effects. ***Searing Burst (Costs 2 Actions).*** The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. ***Teleport.*** The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.","actions":"***Flying Sword.*** The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. ***Greatsword.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. ***Healing Touch (4/Day).*** The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. ***Multiattack.*** The solar makes two greatsword attacks. ***Slaying Longbow.*** Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die."} {"creature_name":"Son Of Fenris","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"16 (+3)","CON":"23 (+6)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"14 (+2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":8400,"creature_cr":12,"languages":"common, celestial, draconic, elvish, dwarvish, giant, infernal, telepathy 60 ft.","skills":"Arcana +7, Intimidation +6, Religion +12","speed":"60 ft., burrow 15 ft. (30 ft. in ice or snow)","hit_points":"175 (14d12 + 84)","armor_class":"17 (natural armor)","senses":"truesight 60 ft., tremorsense 100 ft., passive perception 14","saving_throws":"DEX +7, CON +10, WIS +8","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"psychic, radiant","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Keen Hearing and Smell.*** The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Magic Weapons.*** The son of Fenris' weapon attacks are magical. ***Spellcasting.*** The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy 1st level (4 slots) bane, command, guiding bolt, sanctuary 2nd level (3 slots) blindness/deafness, hold person, silence 3rd level (3 slots) animate dead, bestow curse, dispel magic 4th level (3 slots) banishment, death ward, locate creature 5th level (2 slots) contagion, scrying 6th level (1 slot) harm 7th level (1 slot) plane shift 8th level (1 slot) earthquake ***Trampling Charge.*** If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.","actions":"***Acid Breath (Recharge 5-6).*** The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw. ***Bite.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. ***Multiattack.*** The son of Fenris makes one bite attack and one slam attack. ***Slam.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage."} {"creature_name":"Sonechard, General of Orcus","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"18 (+4)","CON":"21 (+5)","INT":"19 (+4)","WIS":"16 (+3)","CHA":"20 (+5)","creature_size":"large","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":25000,"creature_cr":20,"languages":"abyssal, celestial, common, draconic, giant, goblin, ignan, infernal, terran; telepathy 120 ft.","skills":"Arcana +10, Athletics +12, Nature +10, Perception +15, Religion +10","speed":"40 ft., fly 80 ft.","hit_points":"336 (32d10 + 160)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 25","saving_throws":"STR +12, DEX +10, CON +11, WIS +9","damage_immunities":"lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Aggressive.*** As a bonus action, Sonechard can move up to its speed toward a hostile creature that it can see. ***Animate Dead (Costs 2 Actions).*** Sonechard animates one corpse within 120 feet of it as a zombie. On initiative count 20 (losing initiative ties), Sonechard can take a lair action to cause one of the following effects; Sonechard can't use the same effect two rounds in a row ***Attunement.*** To attune to Fools' Errand, you must slay a celestial being of lawful good alignment. ***Command Undead.*** Sonechard can command one undead Sonechard controls to use its reaction to move its speed, or make a melee or ranged attack. ***Command Undead.*** Sonechard gives telepathic commands to any undead it controls unless they are on another plane of existence. It can command them to take specific actions, such as \"attack those creatures\" or general instructions \"guard this passageway.\" Sonechard 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. Sonechard regains spent legendary actions at the start of its turn. ***Destruction.*** Fool's Errand can only be destroyed by the ancient celestial Sonechard first killed to attune to the weapon. This creature must bath it in a holy water font specially crafted and blessed for the purpose. ***Fearsome Show.*** Sonechard causes the many corpses within its lair to animate briefly and babble the horrific tales of their deaths. Creatures within its lair that are not constructs or undead must make a DC 20 Wisdom saving throw. On a failed saving throw, those creatures are frightened for 1 minute. While frightened, those creatures must attempt to flee the lair, Dashing where possible. If a creature is trapped or cannot move, they can take the Dodge action instead. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or if the effect ends on it, that creature is immune to this effect for 24 hours. ***Head butt.*** Sonechard uses its head butt attack. ***Heal Undead.*** Sonechard sends necrotic energy coursing through his lair. Up to six undead under his command regain 19 (4d6 + 5) hit points each. Sonechard does not need to see these undead in order to grant them this boon. ***Innate Spellcasting.*** Sonechard's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will animate dead, chill touch <\/i>(17th level), inflict wounds <\/i>(5th level) * 3/day each circle of death, create undead, fireball, finger of death, harm<\/i> * 1/day create undead <\/i>(9th level) ***Legendary Resistance (3/day).*** If Sonechard fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Sonechard has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** You have a +3 bonus to attack and damage rolls made with Fool's Errand. It also functions as a sword of wounding. ***Magic Weapons.*** Sonechard's weapon attacks are magical. ***Nightmares.*** Unpleasant dreams wrack those who rest within 6 miles of Sonechard's lair. If Sonechard dies, the effects fade immediately, but animated undead remain until destroyed. Weapon (war pick), artifact (requires attunement)<\/i> Fool's Errand is a macabre spectacle, wrought of a dark, unknown wood as hard as steel. The spike of the war pick is similarly unfinished and unpolished and glows dimly with dark energies. Blood and ichor constantly drip from the pick and seems to freeze and thaw continuously no matter what attempts are made to clean the weapon. ***Raise Dead.*** Sonechard chooses one slain creature and causes the creature's soul to rise as a specter under its control. ***Special Equipment.*** Sonechard carries the war pick Fool's Errand. ***Spellcasting.*** Fool's Errand has 20 charges. You can use an action to cast one of the following spells using those charges bestow curse <\/i>(3 charges), blight <\/i>(4 charges), circle of death <\/i>(6 charges), or finger of death <\/i>(7 charges). If you expend the last charge, you take 4d6 necrotic damage and regain a number of charges equal to the damage dealt, up to a maximum of 20. This damage cannot drop you below 1 hit point. Fool's Errand recovers all lost charges each day at midnight. ***Stench.*** Any creature that starts its turn within 10 feet of Sonechard must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Sonechard's Stench for 24 hours. ***The Smell of Blood.*** While holding Fool's Errand, you have advantage on Wisdom (Perception) checks to notice hidden creatures. ***Undead Awareness.*** Whenever an undead is created or enters within 1 mile of Sonechard's lair, Sonechard is aware of the creature's presence and location. The region containing Sonechard's lair is warped by its magic, creating one or more of the following effects ***Undead Master.*** When Sonechard casts animate dead or create undead, it creates twice the amount of undead with each casting. ***Undead Walking.*** Slain creatures sometimes rise as skeletons or zombies, abhorred mockeries of their former states. ***Unholy Aura.*** An unholy aura surrounds Sonechard out to a radius of 40 feet. A creature who enters or begins its turn in the area must make a DC 19 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, it is paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Unholy Smite.*** When you hit with Fools' Errand, you deal an additional 3d6 necrotic damage on a hit, and a creature who takes this damage is poisoned for 1 minute. While poisoned, the creature has disadvantage on saving throws against your spells and other effects, and you have advantage on attack rolls with Fool's Errand.","actions":"***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Control Undead.*** Sonechard chooses one undead creature not already under its control that it can see within 120 feet of it. That creature, or the creature that controls it, must make a DC 19 Wisdom saving throw. On a failed saving throw, the undead falls under Sonechard's control and obeys its every command. ***Fool's Errand.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 10 (3d6) necrotic damage. ***Head Butt.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn. ***Multiattack.*** Sonechard makes two attacks with Fool's Errand, one claw attack, and one head butt, or two claw attacks and one head butt."} {"creature_name":"Soot Mephit","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"14 (+2)","CON":"10 (+0)","INT":"6 (-2)","WIS":"11 (+0)","CHA":"15 (+2)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"ignan","skills":"Perception +4, Stealth +4","speed":"30 ft., fly 30 ft.","hit_points":"21 (6d6)","armor_class":"12","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a cloud of smoke. Each creature within 5 feet of the mephit must make a successful DC 10 Constitution saving throw or take 1d4 fire damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Innate Spellcasting.*** The mephit can innately cast blur<\/i> 1/day, requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).","actions":"***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. ***Ember Storm (1/day).*** A soot mephit can create a downpour of whitehot embers that affects a 20-foot radius sphere centered on itself. All creatures caught in the storm must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. ***Sooty Breath (Recharge 5-6).*** The mephit exhales black soot in a 15- foot cone. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Soul Eater","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"22 (+6)","CON":"14 (+2)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"infernal","skills":"Intimidation +3, Perception +3, Stealth +9","speed":"30 ft., fly 100 ft.","hit_points":"104 (16d8 + 32)","armor_class":"16","senses":"darkvision 60 ft., passive perception 13","saving_throws":"DEX +9, CON +5, CHA +3","damage_immunities":"poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, poisoned, stunned, unconscious","abilities":"***Caster Link.*** When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer. ***Find Target.*** When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name.","actions":"***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw. ***Multiattack.*** The soul eater makes two claw attacks. ***Soul Drain.*** If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points."} {"creature_name":"Soul Monger","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"17 (+3)","CON":"14 (+2)","INT":"19 (+4)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (elf)","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"common, elvish","skills":"Perception +7","speed":"30 ft.","hit_points":"123 (19d8 + 38)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"DEX +7, WIS +7, CHA +5","damage_immunities":"necrotic, psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Fey Ancestry.*** The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep. ***Innate Spellcasting.*** The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will chill touch <\/i>(3d8 damage), poison spray <\/i>(3d12 damage) * 1/day each bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming<\/i> ***Magic Resistance.*** The soul monger has advantage on saving throws against spells and other magical effects. ***Soul Thirst.*** When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. ***Weight of Ages.*** Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.","actions":"***Multiattack*** The soul monger makes two phantasmal dagger attacks. ***Phantasmal Dagger*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn. ***Wave of Weariness (Recharge 4-6)*** The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage."} {"creature_name":"Spark","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"20 (+5)","CON":"18 (+4)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"17 (+3)","creature_size":"tiny","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":2900,"creature_cr":7,"languages":"common, primordial","skills":"","speed":"10 ft., fly 60 ft. (hover)","hit_points":"84 (13d4 + 52)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +8","damage_immunities":"lightning","damage_resistances":"acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious","abilities":"***Innate Spellcasting.*** The spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will shocking grasp 3/day lightning bolt 1/day call lightning","actions":"***Inhabit.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled."} {"creature_name":"Spawn Of Akyishigal","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"13 (+1)","CON":"19 (+4)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"infernal, spawn of akyishigal","skills":"","speed":"30 ft., climb 15 ft.","hit_points":"119 (14d8 + 56)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"DEX +4","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Command Vermin.*** Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren't under any magical control. The vermin obey the spawn's commands to the best of their ability, heedless of their own safety. ***Swarming Cough (recharge 5-6).*** The spawn can belch forth a swarm of insects. The swarm is completely under the spawn's control. It remains for 1 minute or until destroyed.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ***Multiattack.*** The spawn makes one bite attack and two sting attacks. ***Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds."} {"creature_name":"Spawn Of Arbeyach","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"15 (+2)","CON":"15 (+2)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"infernal","skills":"Perception +4, Stealth +5","speed":"40 ft., climb 20 ft.","hit_points":"78 (12d8 + 24)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 14","saving_throws":"WIS +4","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Hive Mind.*** Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are. ***Innate Spellcasting.*** The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage. ***Multiattack.*** A Spawn of Arbeyach makes one bite attack and two stinger attacks. ***Stinger.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Spawn of Kyuss","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"18 (+4)","INT":"5 (-3)","WIS":"7 (-2)","CHA":"3 (-4)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"30 ft.","hit_points":"76 (9d8+36)","armor_class":"10","senses":"darkvision 60 ft.","saving_throws":"WIS +1","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Regeneration.*** The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. ***Worms.*** If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.","actions":"***Burrowing Worm.*** A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage. ***Multiattack.*** The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm."} {"creature_name":"Spectator","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"14 (+2)","CON":"14 (+2)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"medium","creature_type":"aberration","creature_alignment":"lawful neutral","creature_xp":700,"creature_cr":3,"languages":"deep speech, undercommon, telepathy 120 ft.","skills":"Perception +6","speed":"0 ft., fly 30 ft. (hover)","hit_points":"39 (6d8+12)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Spell Reflection.*** If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.","actions":"***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage. ***Create Food and Water.*** The spectator magically creates enough food and water to sustain itself for 24 hours. ***Eye Rays.*** The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn. 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution 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. 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Specter","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"14 (+2)","CON":"11 (0)","INT":"10 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands all languages it knew in life but can't speak","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"22 (5d8)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Life Drain.*** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Spectral Guardian","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"18 (+4)","CON":"18 (+4)","INT":"11 (+0)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"0 ft., fly 60 ft. (hover)","hit_points":"110 (13d8 + 52)","armor_class":"14","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 13","saving_throws":"DEX +7, WIS +6","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Tomb Bound.*** The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect. ***Variant Arcane Guardian.*** Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components: Cantrips (at will) acid splash, chill touch, dancing lights,minor illusion, ray of frost 1st level (4 slots) mage armor, ray of sickness 2nd level (3 slots) darkness, scorching ray 3rd level (3 slots) fear, slow, stinking cloud 4th level (3 slots) blight, ice storm 5th level (1 slot) cone of cold ***Withering Miasma.*** A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.","actions":"***Multiattack.*** The spectral guardian makes two spectral rend attacks. ***Spectral Rend.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn."} {"creature_name":"Spell Parrot","creature_source":"Tome Of Horrors","STR":"2 (-4)","DEX":"14 (+2)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"Perception +3","speed":"10 ft., fly 50 ft.","hit_points":"3 (2d4 - 2)","armor_class":"12","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spell Mimicry.*** Whenever the spell parrot hears a cantrip or a 1st through 5th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or 1st level spell, the casting succeeds if the result is a 3-6. If the spell is 2nd level or higher, the casting succeeds on the result of a 5 or 6. Once the spell parrot mimics a spell, it forgets the spell. The spell parrot uses the original caster's spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage."} {"creature_name":"Spellgorged Zombie","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"10 (+0)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"20 ft.","hit_points":"75 (10d8 + 30)","armor_class":"10","senses":"darkvision 60 ft., passive perception 8","saving_throws":"WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Spell Storing.*** The zombie can store any spells cast into its mouth as if it were a ring of spell storing. The zombie can store up to 5 levels worth of spells at a time. The spells stored in the zombie uses the slot level, spell save DC, spell attack bonus, and the spellcasting ability of the original caster. Once the spell is released by the zombie it is no longer stored in it, freeing up space for additional spells. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it makes a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage."} {"creature_name":"Spider","creature_source":"Monster Manual","STR":"2 (-4)","DEX":"14 (+2)","CON":"8 (-1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Stealth +4","speed":"20 ft., climb 20 ft.","hit_points":"1 (1d4-1)","armor_class":"12","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The spider ignores movement restrictions caused by webbing.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage."} {"creature_name":"Spider Of Leng","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"17 (+3)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, void speech","skills":"Athletics +5, Perception +3, Stealth +6","speed":"30 ft., climb 20 ft.","hit_points":"144 (17d10 + 51)","armor_class":"15 (natural armor)","senses":"darkvision 240 ft., passive perception 13","saving_throws":"DEX +6, CON +6, INT +6","damage_immunities":"","damage_resistances":"poison","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned, unconscious","abilities":"***Ancient Hatred.*** When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying. ***Eldritch Understanding.*** A spider of Leng can read and use any scroll. ***Innate Spellcasting.*** The spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components At will comprehend languages, detect magic, shocking grasp 3/day each shield, silence 1/day each arcane eye, confusion, hypnotic pattern, stoneskin ***Poisonous Blood.*** An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn. ***Shocking Riposte.*** When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction.","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage. ***Multiattack.*** A spider of Leng makes two claw attacks, two staff attacks, or one of each. ***Spit Venom.*** Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. ***Staff of Leng.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn."} {"creature_name":"Spider Thief","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands common but can't speak","skills":"Stealth +3","speed":"30 ft., climb 20 ft.","hit_points":"54 (12d6 + 12)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, psychic","damage_resistances":"fire","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The spider thief is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The spider thief has advantage on saving throws against spells and other magical effects. ***Wire-Assisted Jump.*** If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack.","actions":"***Multiattack.*** The spider thief makes two sickle claw attacks. ***Razor Line (Recharge 5-6).*** Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet. ***Sickle Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage."} {"creature_name":"Spined Devil","creature_source":"Monster Manual","STR":"10 (0)","DEX":"15 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"small","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"infernal, telepathy 120 ft.","skills":"","speed":"20 ft., fly 40 ft.","hit_points":"22 (5d6+5)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Flyby.*** The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Limited Spines.*** The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. ***Fork.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. ***Multiattack.*** The devil makes two attacks: one with its bite and one with its fork or two with its tail spines. ***Tail Spine.*** Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage."} {"creature_name":"Spinosaurus","creature_source":"Tome Of Beasts","STR":"27 (+8)","DEX":"9 (-1)","CON":"22 (+6)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"gargantuan","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10000,"creature_cr":13,"languages":"--","skills":"Perception +5","speed":"60 ft., swim 40 ft.","hit_points":"231 (14d20 + 84)","armor_class":"15 (natural armor)","senses":", passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Move.*** The spinosaurus moves up to half its speed. ***Roar.*** The spinosaurus uses Frightful Presence. ***Siege Monster.*** The spinosaurus deals double damage to objects and structures. ***Tail Attack (Costs 2 Actions).*** The spinosaurus makes one tail attack. ***Tamed.*** The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid. ***The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. ***Claw.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. ***Frightful Presence.*** Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours. ***Multiattack.*** The spinosaurus makes one bite attack and two claw attacks. ***Tail.*** Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage."} {"creature_name":"Spire Walker","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"18 (+4)","CON":"14 (+2)","INT":"11 (+0)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic neutral","creature_xp":700,"creature_cr":3,"languages":"common, sylvan","skills":"","speed":"20 ft.","hit_points":"38 (11d4 + 22)","armor_class":"16 (natural armor)","senses":", passive perception 10","saving_throws":"DEX +7","damage_immunities":"lightning, thunder","damage_resistances":"piercing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Energized Body.*** A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage. ***Innate Spellcasting.*** The spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components * At will produce spark <\/i>(as the cantrip produce flame, but it does lightning damage) * 3/day each dancing lights, feather fall, invisibility<\/i> * 1/day each faerie fire, thunderwave<\/i> ***Steeple Step.*** The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.","actions":"***Lightning Dart.*** Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw."} {"creature_name":"Spirit Naga","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"17 (+3)","CON":"14 (+2)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"abyssal, common","skills":"","speed":"40 ft.","hit_points":"75 (10d10+20)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +6, CON +5, WIS +5, CHA +6","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Rejuvenation.*** 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. ***Spellcasting.*** The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared * Cantrips (at will) mage hand, minor illusion, ray of frost<\/i> * 1st level (4 slots) charm person, detect magic, sleep<\/i> * 2nd level (3 slots) detect thoughts, hold person<\/i> * 3rd level (3 slots) lightning bolt, water breathing<\/i> * 4th level (3 slots) blight, dimension door<\/i> * 5th level (2 slots) dominate person<\/i>","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Spirit Troll","creature_source":"Mordenkainens Tome Of Foes","STR":"1 (-4)","DEX":"17 (+3)","CON":"13 (+1)","INT":"8 (-1)","WIS":"9 (0)","CHA":"16 (+3)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"giant","skills":"Perception +3","speed":"30 ft.","hit_points":"97 (15d10 + 15)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious","abilities":"***Incorporeal Movement.*** The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Regeneration.*** The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claws*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. ***Multiattack*** The troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Spitting Sea Serpent","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"13 (+1)","CON":"14 (+2)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":3900,"creature_cr":8,"languages":"understands aquan but seldom speaks","skills":"Athletics +8, Perception +4","speed":"10 ft., swim 40 ft.","hit_points":"97 (13d10 + 26)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned, prone","abilities":"***Amphibious.*** The spitting sea serpent can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage. ***Constrict.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 23 (4d8 + 5) bludgeoning damage and the target is grappled if it is Medium-sized or smaller (escape DC 16). At the beginning of each of the serpent's turn, the grappled creature takes 23 (4d8 + 5) bludgeoning damage. ***Multiattack.*** A spitting sea serpent spits once and bits once, or it can make a constrict attack. ***Spit.*** Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 15 (3d6 + 5) acid damage. This attack can be used underwater."} {"creature_name":"Splinter Drake","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"18 (+4)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"large","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, sylvan","skills":"Perception +5, Stealth +6 (+10 In Forest), Survival +5","speed":"40 ft.","hit_points":"114 (12d10 + 48)","armor_class":"16 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion","abilities":"***Land's Stride.*** Moving through nonmagical difficult terrain costs the splinter drake no extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The splinter drake makes one bite attack and two claw attacks. ***Thorn Volley (Recharge 5-6).*** The splinter drake emits a spray of thorns in a 40-foot cone. Creatures within this area must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing damage and 28 (8d6) poison damage on a failed saving throw, or half as much damage on a successful saving throw."} {"creature_name":"Spring Eladrin","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"18 (+4)","WIS":"11 (0)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey (elf)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, elvish, sylvan","skills":"Deception +8, Persuasion +8","speed":"30 ft.","hit_points":"127 (17d8 + 51)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ***Innate Spellcasting.*** The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will charm person, Tasha's hideous laughter<\/i> * 3/day each confusion, enthrall, suggestion<\/i> * 1/day each hallucinatory terrain, Otto's irresistible dance<\/i> ***Joyful Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ***Magic Resistance.*** The eladrin has advantage on saving throws against spells and other magical effects.","actions":"***Longbow*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. ***Longsword*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands. ***Multiattack*** The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks."} {"creature_name":"Sprite","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"18 (+4)","CON":"10 (0)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"tiny","creature_type":"fey","creature_alignment":"neutral good","creature_xp":50,"creature_cr":0.25,"languages":"common, elvish, sylvan","skills":"Perception +3, Stealth +8","speed":"10 ft., fly 40 ft.","hit_points":"2 (1d4)","armor_class":"15 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Heart Sight.*** The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. ***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. ***Longsword.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. ***Shortbow.*** Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake."} {"creature_name":"Spy","creature_source":"Monster Manual","STR":"10 (0)","DEX":"15 (+2)","CON":"10 (0)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":200,"creature_cr":1,"languages":"any two languages","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","speed":"30 ft.","hit_points":"27 (6d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. ***Sneak Attack (1/Turn).*** The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.","actions":"***Hand Crossbow.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Multiattack.*** The spy makes two melee attacks. ***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Spokvatten","creature_source":"Tome Of Horrors","STR":"9 (-1)","DEX":"18 (+4)","CON":"14 (+2)","INT":"10 (+0)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"aquan, sylvan","skills":"Deception +10, Insight +6, Nature +3, Perception +9, Persuasion +10, Stealth +10","speed":"30 ft., swim 30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"14","senses":"darkvision 60 ft., passive perception 19","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shapechanger.*** The spokvatten can use its action to magically polymorph into a Large cloud of mist, into a beast or humanoid of challenge rating 2 or lower, or back into its true form (that of a Medium fey). Anything it is carrying or wearing transforms with it. It reverts to its true form if it dies. While in beast or humanoid form, the spokvatten retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. In mist form, the spokvatten can only use its icy fog ability, and it is unable to speak or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.","actions":"***Cold Touch.*** Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) cold damage. The target must succeed on a DC 15 Constitution 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. ***Icy Fog (Recharge 5-6).*** The spokvatten exhales a cloud of freezing mist in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Star Drake","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"17 (+3)","CON":"21 (+5)","INT":"16 (+3)","WIS":"24 (+7)","CHA":"20 (+5)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":13000,"creature_cr":15,"languages":"celestial, common, draconic, dwarvish, elvish, infernal, primordial","skills":"Arcana +8, History +8, Insight +12, Perception +12, Religion +8","speed":"40 ft., fly 100 ft.","hit_points":"189 (18d10 + 90)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 22","saving_throws":"DEX +8, CON +10, INT +8, WIS +12, CHA +10","damage_immunities":"cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, unconscious","abilities":"***Bite Attack.*** The drake makes one bite attack. ***Innate Spellcasting.*** The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components At will faerie fire, moonbeam 3/day plane shift 1/day each gate, planar binding ***Legendary Resistance (2/day).*** If the star drake fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The drake has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The drake's weapon attacks are magical. ***Nimbus of Stars.*** The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted. ***Nova (Costs 2 Actions).*** The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova. ***Pale Sparks.*** The drake casts faerie fire or moonbeam. ***The drake 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 drake regains spent legendary actions at the start of its turn.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Breath Weapon (Recharge 5-6).*** The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ***Multiattack.*** The drake makes one bite attack and two claw attacks. ***Searing Star (1/Day).*** Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded."} {"creature_name":"Star Spawn Grue","creature_source":"Mordenkainens Tome Of Foes","STR":"6 (-2)","DEX":"13 (+1)","CON":"10 (0)","INT":"9 (0)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"small","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"deep speech","skills":"","speed":"30 ft.","hit_points":"17 (5d6)","armor_class":"11","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"psychic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aura of Madness.*** Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.","actions":"***Confounding Bite*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn."} {"creature_name":"Star Spawn Hulk","creature_source":"Mordenkainens Tome Of Foes","STR":"20 (+5)","DEX":"8 (-1)","CON":"21 (+5)","INT":"7 (-1)","WIS":"12 (+1)","CHA":"9 (0)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"deep speech","skills":"Perception +5","speed":"30 ft.","hit_points":"136 (13d10 + 65)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"DEX +3, WIS +5","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Psychic Mirror.*** If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.","actions":"***Multiattack*** The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn. ***Reaping Arms (Recharge 5-6)*** The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. ***Slam*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."} {"creature_name":"Star Spawn Larva Mage","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"12 (+1)","CON":"23 (+6)","INT":"18 (+4)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":15000,"creature_cr":16,"languages":"deep speech","skills":"Perception +6","speed":"30 ft.","hit_points":"168 (16d8 + 96)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"DEX +6, WIS +6, CHA +8","damage_immunities":"psychic","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, restrained","abilities":"***Cantrip (Costs 2 Actions)*** The larva mage casts one cantrip. ***Feed (Costs 3 Actions)*** Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. ***Innate Spellcasting.*** The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will eldritch blast <\/i>(3 beams, +3 bonus to each damage roll), minor illusion<\/i> * 3/day dominate monster<\/i> * 1/day circle of death<\/i> The larva mage 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 larva mage regains spent legendary actions at the start of its turn. ***Return to Worms.*** When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. ***Slam (Costs 2 Actions)*** The larva mage makes one slam attack.","actions":"***Plague of Worms (Recharge 6)*** Each creature other than a star spawn within 10 feet of the larva mage must make a DC 19 Dexterity saving throw. On a failure the target takes 22 (5d8) necrotic damage and is blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Slam*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn."} {"creature_name":"Star Spawn Mangler","creature_source":"Mordenkainens Tome Of Foes","STR":"8 (-1)","DEX":"18 (+4)","CON":"12 (+1)","INT":"11 (0)","WIS":"12 (+1)","CHA":"7 (-1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"deep speech","skills":"Stealth +7","speed":"40 ft., climb 40 ft.","hit_points":"71 (13d8 + 13)","armor_class":"14","senses":"darkvision 60 ft., passive perception 11","saving_throws":"DEX +7, CON +4","damage_immunities":"psychic","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, prone","abilities":"***Ambush.*** On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. ***Shadow Stealth.*** While in dim light or darkness, the mangler can take the Hide action as a bonus action.","actions":"***Claw*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. ***Flurry of Claws (Recharge 4-6)*** The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. ***Multiattack*** The mangler makes two claw attacks."} {"creature_name":"Star Spawn Of Cthulhu","creature_source":"Tome Of Beasts","STR":"25 (+7)","DEX":"15 (+2)","CON":"24 (+7)","INT":"30 (+10)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"large","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":13000,"creature_cr":15,"languages":"common, infernal, void speech","skills":"Arcana +15, Perception +14","speed":"30 ft., swim 30 ft., fly 50 ft.","hit_points":"187 (15d10 + 105)","armor_class":"17 (natural armor)","senses":"darkvision 300 ft., passive perception 24","saving_throws":"STR +12, CON +12, INT +15, WIS +9","damage_immunities":"cold, fire, lightning, poison, psychic","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Interdimensional Movement.*** A star spawn of Cthulhu can use misty step as a bonus action once per round. ***Psychic Tower.*** 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. ***Void Traveler.*** 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.","actions":"***Crushing Claws.*** Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage. ***Dimensional Stomp.*** 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. ***Disintegrating Gaze (Recharge 5-6).*** 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. ***Multiattack.*** The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."} {"creature_name":"Star Spawn Seer","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"12 (+1)","CON":"18 (+4)","INT":"22 (+6)","WIS":"19 (+4)","CHA":"16 (+3)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"common, deep speech, undercommon","skills":"Perception +9","speed":"30 ft.","hit_points":"153 (18d8 + 72)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 19","saving_throws":"DEX +6, INT +11, WIS +9, CHA +8","damage_immunities":"psychic","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Out-of-Phase Movement.*** The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.","actions":"***Collapse Distance (Recharge 6)*** The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. ***Comet Staff*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. ***Multiattack*** The seer makes two comet staff attacks or uses Psychic Orb twice. ***Psychic Orb*** Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage."} {"creature_name":"Steam Golem","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"12 (+1)","CON":"18 (+4)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":10000,"creature_cr":13,"languages":"understands its creator's languages but can't speak","skills":"","speed":"40 ft.","hit_points":"171 (18d10 + 72)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Boiler Weakness.*** A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure. ***Extend Long Ax.*** A steam golem can extend or retract one arm into long ax form as a bonus action. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical. ***Whistle.*** When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is.","actions":"***Ax Arm.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage. ***Long Axe.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage. ***Multiattack.*** The steam golem makes two ax arm attacks, or one long axe attack. ***Steam Blast (Recharge 5-6).*** A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw."} {"creature_name":"Steam Mephit","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"11 (0)","CON":"10 (0)","INT":"11 (0)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"small","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"aquan, ignan","skills":"","speed":"30 ft., fly 30 ft.","hit_points":"21 (6d6)","armor_class":"10","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Burst.*** When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. ***Innate Spellcasting (1/Day).*** The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.","actions":"***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. ***Steam Breath (Recharge 6).*** The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. ***Variant: Summon Mephits (1/Day).*** The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {"creature_name":"Steel Predator","creature_source":"Mordenkainens Tome Of Foes","STR":"24 (+7)","DEX":"17 (+3)","CON":"22 (+6)","INT":"4 (-3)","WIS":"14 (+2)","CHA":"6 (-2)","creature_size":"large","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":15000,"creature_cr":16,"languages":"understands modron and the language of its owner but can't speak","skills":"Perception +7, Stealth +8, Survival +7","speed":"40 ft.","hit_points":"207 (18d10 + 108)","armor_class":"20 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, lightning, necrotic, thunder","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned","abilities":"***Innate Spellcasting.*** The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components * 3/day each dimension door <\/i>(self only), plane shift <\/i>(self only) ***Magic Resistance.*** The steel predator has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The steel predator's weapon attacks are magical.","actions":"***Bite*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. ***Claw*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. ***Multiattack*** The steel predator makes three attacks: one with its bite and two with its claw. ***Stunning Roar (Recharge 5-6)*** The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Stegosaurus","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"9 (-1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"11 (0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"","skills":"","speed":"40 ft.","hit_points":"76 (8d12+24)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Thagomizer.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage."} {"creature_name":"Stench Beetle","creature_source":"Tome Of Horrors","STR":"11 (+0)","DEX":"12 (+1)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"","speed":"30 ft., fly 30 ft.","hit_points":"18 (4d6 + 4)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Throes.*** When a stench beetle dies, it explodes in a rush of effluvium of nauseating fluids and gases in a 10-foot radius. Creatures within that radius must make a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature can only take one action or bonus action on its turn as it spends the rest of its turn retching. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage."} {"creature_name":"Stench Kow","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"10 (0)","CON":"14 (+2)","INT":"2 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"15 (2d10+4)","armor_class":"10","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire, poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ***Stench.*** Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.","actions":"***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage."} {"creature_name":"Stirge","creature_source":"Monster Manual","STR":"4 (-3)","DEX":"16 (+3)","CON":"11 (0)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"","skills":"","speed":"10 ft., fly 40 ft.","hit_points":"2 (1d4)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Blood Drain.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge."} {"creature_name":"Stone Cursed","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"5 (-2)","CON":"14 (+2)","INT":"5 (-2)","WIS":"8 (-1)","CHA":"7 (-1)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"the languages it knew in life","skills":"","speed":"10 ft.","hit_points":"19 (3d8 + 4)","armor_class":"17 (natural armor)","senses":"passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, petrified, poisoned","abilities":"***Cunning Opportunist.*** The stone cursed has advantage on the attack rolls of opportunity attacks. ***False Appearance.*** While the stone cursed remains motionless, it is indistinguishable from a normal statue.","actions":"***Petrifying Claws*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours."} {"creature_name":"Stone Defender","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"3 (-3)","WIS":"10 (0)","CHA":"1 (-4)","creature_size":"medium","creature_type":"construct","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"understands one language of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"52 (7d8 + 21)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***False Appearance.*** While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. ***Magic Resistance.*** The stone defender has advantage on saving throws against spells and other magical effects.","actions":"***Slam*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone."} {"creature_name":"Stone Delver","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"14 (+2)","CON":"18 (+4)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"9 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"terran","skills":"","speed":"30 ft., burrow 30 ft.","hit_points":"114 (12d10 + 48)","armor_class":"19 (natural armor)","senses":"darkvision 120 ft., tremorsense 120 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Six Limb Charge.*** If the stone delver moves at least 20 feet straight towards a target and then hits it with a claw attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the stone delver hit its initial target on the same turn and knocked it prone, it can use a bonus action to make up to four claw attacks against targets that are adjacent to the initial target. ***Tunneler.*** The stone delver can burrow through solid stone at half its burrowing speed leaving a 5 foot wide, 10-foot-high tunnel in its wake.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage. ***Multiattack.*** The stone delver makes three claw attacks."} {"creature_name":"Stone Giant","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"15 (+2)","CON":"20 (+5)","INT":"10 (0)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"huge","creature_type":"giant","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"giant","skills":"Athletics +12, Perception +4","speed":"40 ft.","hit_points":"126 (11d12+55)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +5, CON +8, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. ***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Fling.*** The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. ***Greatclub.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ***Multiattack.*** The giant makes two greatclub attacks. ***Rock.*** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. ***Rolling Rock.*** The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save"} {"creature_name":"Stone Giant Dreamwalker","creature_source":"Volos Guide","STR":"23 (+6)","DEX":"14 (+2)","CON":"21 (+5)","INT":"10 (0)","WIS":"8 (-1)","CHA":"12 (+1)","creature_size":"huge","creature_type":"giant (stone giant)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, giant","skills":"Athletics +14, Perception +3","speed":"40 ft.","hit_points":"161 (14d12+70)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +6, CON +9, WIS +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Dreamwalker's Charm.*** An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.","actions":"***Greatclub.*** Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage. ***Multiattack.*** The giant makes two attacks with its greatclub. ***Petrifying Touch.*** The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. ***Rock.*** Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."} {"creature_name":"Stone Goblin","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"10 (+0)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":700,"creature_cr":3,"languages":"common, goblin, sylvan","skills":"Athletics +5, Perception +5","speed":"20 ft.","hit_points":"42 (5d8 + 20)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"STR +5, CON +6","damage_immunities":"acid","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"poison","condition_immunities":"","abilities":"***Innate Spellcasting.*** The stone goblin's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The stone goblin can innately cast the following spells, requiring no material components * At will acid splash, mending, resistance, true strike<\/i> * 3/day each bane, bless, command, heroism, sanctuary, shield<\/i> * 1/day meld into stone<\/i> ***Magic Resistance.*** The stone goblin has advantage on saving throws against spells and other magical effects.","actions":"***Light Crossbow.*** Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Warhammer.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands."} {"creature_name":"Stone Golem","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"9 (-1)","CON":"20 (+5)","INT":"3 (-4)","WIS":"11 (0)","CHA":"1 (-5)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":5900,"creature_cr":10,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"178 (17d10+85)","armor_class":"17 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ***Slow (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Stone Juggernaut","creature_source":"Tomb Of Annihilation","STR":"22 (+6)","DEX":"1 (-5)","CON":"21 (+5)","INT":"2 (-4)","WIS":"11 (0)","CHA":"3 (-4)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"","skills":"","speed":"50 ft. (in one direction chosen at the start of its turn)","hit_points":"157 (15d10 +75)","armor_class":"15 (natural armor)","senses":"blindsight 120 ft., passive perception 10","saving_throws":"","damage_immunities":"poison, bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","abilities":"***Devastating Roll.*** The juggernaut can move through the space of a prone creature. A creature whoses pace the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (lOdlO) bludgeoning damage on a failed save, or half as much damage on a successful one. ***Immutable Form.*** The juggernaut is immune to any spell or effect that would alter its form. ***Regeneration.*** As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and does not regenerate if it drops to 0 hit points. ***Siege Monster.*** The juggernaut deals double damage to objects and structures.","actions":"***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3dl2 +6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."} {"creature_name":"Stonemelder","creature_source":"Elemental Evil","STR":"15 (+2)","DEX":"10 (0)","CON":"16 (+3)","INT":"12 (+1)","WIS":"11 (0)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, terran","skills":"Intimidation +5, Perception +2","speed":"30 ft.","hit_points":"75 (10d8+30)","armor_class":"17 (splint)","senses":"tremorsense 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Death Burst.*** When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. ***Spellcasting.*** The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells * Cantrips (at will) acid splash, blade ward, light, mending, mold earth<\/i> * 1st level (4 slots) expeditious retreat, false life, shield<\/i> * 2nd level (3 slots) Maximilian's earthen grasp, shatter<\/i> * 3rd level (3 slots) erupting earth, meld into stone<\/i> * 4th level (1 slot) stoneskin<\/i>","actions":"***Black Earth Rod.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st."} {"creature_name":"Storm Giant","creature_source":"Monster Manual","STR":"29 (+9)","DEX":"14 (+2)","CON":"20 (+5)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic good","creature_xp":10000,"creature_cr":13,"languages":"common, giant","skills":"Arcana +8, Athletics +14, History +8, Perception +9","speed":"50 ft., swim 50 ft.","hit_points":"230 (20d12+100)","armor_class":"16 (scale mail)","senses":"","saving_throws":"STR +14, CON +10, WIS +9, CHA +9","damage_immunities":"lightning, thunder","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The giant can breathe air and water. ***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components * At will detect magic, feather fall, levitate, light<\/i> * 3/day each control weather, water breathing<\/i>","actions":"***Greatsword.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. ***Lightning Strike (Recharge 5-6).*** 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 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The giant makes two greatsword attacks. ***Rock.*** Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage."} {"creature_name":"Storm Giant Quintessent","creature_source":"Volos Guide","STR":"29 (+9)","DEX":"14 (+2)","CON":"20 (+5)","INT":"17 (+3)","WIS":"30 (+10)","CHA":"19 (+4)","creature_size":"huge","creature_type":"giant (storm giant)","creature_alignment":"chaotic good","creature_xp":15000,"creature_cr":16,"languages":"common, giant","skills":"Arcana +8, History +8, Perception +10","speed":"50 ft., fly 50 ft. (hover), swim 50 ft.","hit_points":"230 (20d12+100)","armor_class":"12","senses":"truesight 60 ft.","saving_throws":"STR +14, CON +10, WIS +10, CHA +9","damage_immunities":"lightning, thunder","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The giant can breathe air and water. ***Gust.*** The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. ***One with the Storm (3 Actions).*** The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. ***Thunderbolt (2 Actions).*** The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. The giant 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 giant regains spent legendary actions at the start of its turn.","actions":"***Lightning Sword.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage. ***Multiattack.*** The giant makes two Lightning Sword attacks or uses Wind Javelin twice. ***Windjavelin.*** The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits."} {"creature_name":"Stormwarden","creature_source":"Tome Of Horrors","STR":"14 (+2)","DEX":"10 (+0)","CON":"14 (+2)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common, draconic, giant","skills":"Survival +3","speed":"30 ft.","hit_points":"45 (7d8 + 14)","armor_class":"12 (hide armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"lightning, thunder","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The stormwarden's spellcasting ability is Intelligence (spell save DC 13, + 5 to hit with spell attacks). The stormwarden can innately cast the following spells, requiring only verbal components * At will thaumaturgy<\/i> * 1/day fog cloud<\/i>","actions":"***Longbow.*** Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. ***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. ***Stormscream (1/day).*** The stormwarden unleashes a deafening scream filled with the fury of the storm in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the stormwarden. On a successful save, the creature takes half as much damage and isn't pushed."} {"creature_name":"Strahd Zombie","creature_source":"Curse Of Strahd","STR":"13 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"understands the languages it knew in life but can't speak","skills":"","speed":"20 ft.","hit_points":"30 (4d8+12)","armor_class":"8","senses":"darkvision 60 ft.","saving_throws":"WIS +0","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it 1-8 One leg is severed from the zombie if it has any legs left. 9-16 One arm is severed from the zombie if it has any arms left. 17-20 The zombie is decapitated. If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack. If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space. The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. ***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws."} {"creature_name":"Strahd von Zarovich","creature_source":"Curse Of Strahd","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"20 (+5)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead (shapechanger)","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"abyssal, common, draconic, elvish, giant, infernal","skills":"Arcana +15, Perception +12, Religion +10, Stealth +14","speed":"30 ft.","hit_points":"144 (17d8+68)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +9, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bite (Costs 2 Actions).*** Strahd makes one bite attack. Strahd 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. Strahd regains spent legendary actions at the start of his turn. ***Legendary Resistance (3/Day).*** If Strahd fails a saving throw, he can choose to succeed instead. ***Misty Escape.*** When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed. While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point. ***Move.*** Strahd moves up to his speed without provoking opportunity attacks. ***Regeneration.*** Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn. ***Shapechanger.*** If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight. ***Spellcasting.*** Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared * Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) comprehend languages, fog cloud, sleep<\/i> * 2nd level (3 slots) detect thoughts, gust of wind, mirror image<\/i> * 3rd level (3 slots) animate dead, fireball, nondetection<\/i> * 4th level (3 slots) blight, greater invisibility, polymorph<\/i> * 5th level (1 slot) animate objects, scrying<\/i> ***Spider Climb.*** Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Unarmed Strike.*** Strahd makes one unarmed strike. ***Vampire Weaknesses.*** Strahd has the following flaws. * Forbiddance He can't enter a residence without an invitation from one of the occupants. * Harmed by Running Water He takes 20 acid damage if he ends his turn in running water. * Stake to the Heart If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. * Sunlight Hypersensitivity While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.","actions":"***Bite (Bat or Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control. ***Charm.*** Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it. Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ***Children of the Night (1/day).*** Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. ***Multiattack (Vampire Form Only).*** Strahd makes two attacks, only one of which can be a bite attack. ***Unarmed Strike (Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage."} {"creature_name":"Strahd's Animated Armor","creature_source":"Curse Of Strahd","STR":"17 (+3)","DEX":"13 (+1)","CON":"16 (+3)","INT":"9 (-1)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"construct","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"understands common but can't speak","skills":"Perception +3","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"21 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ***Constructed Nature.*** An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. ***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of armor.","actions":"***Greatsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage. ***Multiattack.*** The armor makes two melee attacks or uses Shocking Bolt twice. ***Shocking Bolt.*** Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage."} {"creature_name":"Stryx","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"17 (+3)","CON":"11 (+0)","INT":"8 (-1)","WIS":"15 (+2)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":25,"creature_cr":0.125,"languages":"common, elvish","skills":"Perception +4, Stealth +5","speed":"10 ft., fly 60 ft.","hit_points":"10 (4d4)","armor_class":"13","senses":"darkvision 120 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***False Appearance.*** Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl. ***Flyby.*** The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Innate Spellcasting.*** The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components * 3/day comprehend languages<\/i> ***Keen Hearing and Sight.*** The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight.","actions":"***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage."} {"creature_name":"Stuhac","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"18 (+4)","CON":"20 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"common, infernal; telepathy 100 ft.","skills":"Deception +12","speed":"40 ft., climb 40 ft.","hit_points":"190 (20d8 + 100)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"STR +11, DEX +9, CON +10, CHA +7","damage_immunities":"cold, poison","damage_resistances":"acid, fire; bludgeoning and piercing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Mountain Stride.*** Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance. ***Powerful Leap.*** The stuhac can jump three times the normal distance 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start. ***Shapechanger.*** The stuhac can use its action to polymorph into one of two forms that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. ***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage. ***Hobble.*** A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting. ***Multiattack.*** The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble."} {"creature_name":"Stygian Fat-Tailed Scorpion","creature_source":"Tome Of Beasts","STR":"3 (-4)","DEX":"16 (+3)","CON":"10 (+0)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"--","skills":"","speed":"30 ft., climb 20 ft.","hit_points":"10 (4d4)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. ***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting. ***Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects."} {"creature_name":"Su-Monster","creature_source":"Tomb Of Annihilation","STR":"14 (+2)","DEX":"15 (+2)","CON":"12 (+1)","INT":"9 (-1)","WIS":"13 (+1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"","skills":"Athletics +6, Perception +3","speed":"30 ft., climb 30 ft.","hit_points":"27 (5d8 +5)","armor_class":"12","senses":"passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 +2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +2) slashing damage, or 12 (4d4 +2) slashing damage if the su-monster is hanging by its tail and all four of its limbs ace free. ***Multiattack.*** The Su-monster makes two attacks: one with its bite and one with its claws. ***Psychic Crush (Recharge 5-6).*** The Su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Subek","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"10 (+0)","CON":"18 (+4)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"13 (+1)","creature_size":"large","creature_type":"humanoid","creature_alignment":"lawful neutral","creature_xp":1800,"creature_cr":5,"languages":"common","skills":"History +5, Investigation +5","speed":"30 ft., swim 20 ft.","hit_points":"76 (8d10 + 32)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Blood Frenzy.*** The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Flood Fever.*** During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation. ***Hold Breath.*** The subek can hold its breath for 15 minutes.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. ***Multiattack.*** The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target. ***Thrash.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage."} {"creature_name":"Succubus/Incubus","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"17 (+3)","CON":"13 (+1)","INT":"15 (+2)","WIS":"12 (+1)","CHA":"20 (+5)","creature_size":"medium","creature_type":"fiend (shapechanger)","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common, infernal, telepathy 60 ft.","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","speed":"30 ft., fly 60 ft.","hit_points":"66 (12d8+12)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.","actions":"***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. ***Claw (Fiend Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."} {"creature_name":"Summer Eladrin","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"21 (+5)","CON":"16 (+3)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fey (elf)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, elvish, sylvan","skills":"Athletics +8, Intimidation +8","speed":"50 ft.","hit_points":"127 (17d8 + 51)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fearsome Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes 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 any eladrin's Fearsome Presence for the next 24 hours. ***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ***Magic Resistance.*** The eladrin has advantage on saving throws against spells and other magical effects. ***Parry*** The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.","actions":"***Longbow*** Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. ***Longsword*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands. ***Multiattack*** The eladrin makes two weapon attacks."} {"creature_name":"Suturefly","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"19 (+4)","CON":"10 (+0)","INT":"1 (-5)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"Stealth +6","speed":"10 ft., fly 40 ft. (hover)","hit_points":"7 (3d4)","armor_class":"14","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Camouflage.*** A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks. ***Detect Blasphemy.*** The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.","actions":"***Sew.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn."} {"creature_name":"Swamp Adder","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"16 (+3)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"4 (-3)","creature_size":"small","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"","speed":"30 ft.","hit_points":"18 (4d6 + 4)","armor_class":"13","senses":"blindsight 10 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Swamp Camouflage.*** The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success."} {"creature_name":"Swamp Troll","creature_source":"Tome Of Horrors","STR":"18 (+4)","DEX":"14 (+2)","CON":"20 (+5)","INT":"6 (-2)","WIS":"9 (-1)","CHA":"4 (-3)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"giant","skills":"Athletics +8, Perception +1, Stealth +4 (+6 In Swampy Terrain)","speed":"30 ft., swim 30 ft.","hit_points":"63 (6d10 + 34)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The swamp troll has advantage on Wisdom (Perception) checks that rely on smell. ***Regeneration.*** The troll regains 3 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Slimy.*** The swamp troll is covered swampy muck. Creatures attempting to grapple a swamp troll have disadvantage. ***Swamp Stride.*** The swamp troll ignores nonmagical difficult terrain caused by swamp water or vegetation.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The swamp troll makes one bite attack and two claw attacks."} {"creature_name":"Swarm of Bats","creature_source":"Monster Manual","STR":"5 (-3)","DEX":"15 (+2)","CON":"10 (0)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"0 ft., fly 30 ft.","hit_points":"22 (5d8)","armor_class":"12","senses":"blindsight 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Echolocation.*** The swarm can't use its blindsight while deafened. ***Keen Hearing.*** The swarm has advantage on Wisdom (Perception) checks that rely on hearing. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Beetles","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft., burrow 5 ft., climb 20 ft.","hit_points":"22 (5d8)","armor_class":"12 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Centipedes","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"22 (5d8)","armor_class":"12 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way."} {"creature_name":"Swarm of Cranium Rats","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"10 (0)","INT":"15 (+2)","WIS":"11 (0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"swarm","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"telepathy 30 ft.","skills":"","speed":"30 ft.","hit_points":"36 (8d8)","armor_class":"12","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Illumination.*** As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. ***Innate Spellcasting (Psionics).*** The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components : * At will command, comprehend languages, detect thoughts * 1/day each confusion, dominate monster ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. ***Telepathic Shroud.*** The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Grigs","creature_source":"Tome Of Horrors","STR":"5 (-3)","DEX":"14 (+2)","CON":"12 (+1)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"swarm","creature_alignment":"neutral good","creature_xp":2300,"creature_cr":6,"languages":"common, sylvan","skills":"Acrobatics +5, Perception +4, Performance +6, Stealth +8","speed":"30 ft., fly 40 ft.","hit_points":"110 (20d8 + 20)","armor_class":"14 (natural armor)","senses":"passive perception 14","saving_throws":"DEX +5, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The swarm of grig's innate spellcasting ability is Charisma (spell save DC14, +6 to hit with spell attacks). It can cast the following spells innately, without requiring material components. * At will druidcraft<\/i> * 3/day each disguise self, entangle, invisibility<\/i> ***Surprise Attack.*** If the swarm of grigs surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 28 (8d6) damage from the attack. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a grig. The swarm can't regain hit points or gain temporary hit points.","actions":"***Fiddle (Recharge 5-6).*** The swarm of grigs begins playing a lively tune with its fiddles. Creatures within 30 feet that can hear the fiddle must make a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed by the swarm, the target uses its action to dance in place, capering comically. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to that grig's Fiddle ability for 24 hours. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage, or 5 (1d6 + 2) piercing damage if the swarm has half its points or fewer."} {"creature_name":"Swarm of Insects","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"22 (5d8)","armor_class":"12 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Poisonous Frogs","creature_source":"Tome Of Horrors","STR":"1 (-5)","DEX":"13 (+1)","CON":"8 (-1)","INT":"1 (-5)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"Perception +1, Stealth +3","speed":"20 ft., swim 20 ft.","hit_points":"76 (17d8 - 8)","armor_class":"13","senses":"passive perception 11","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The swarm can breathe air and water. ***Keen Smell.*** The swarm has advantage on Wisdom (Perception) checks that rely on smell. ***Standing Leap.*** The swarm's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a poisonous frog. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 11 (3d6 + 1) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour."} {"creature_name":"Swarm of Poisonous Snakes","creature_source":"Monster Manual","STR":"8 (-1)","DEX":"18 (+4)","CON":"11 (0)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"36 (8d8)","armor_class":"14","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Swarm of Quippers","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"16 (+3)","CON":"9 (-1)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"2 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"","speed":"0 ft., swim 40 ft.","hit_points":"28 (8d8-8)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Blood Frenzy.*** The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. ***Water Breathing.*** The swarm can breathe only underwater.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Rats","creature_source":"Monster Manual","STR":"9 (-1)","DEX":"11 (0)","CON":"9 (-1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"30 ft.","hit_points":"24 (7d8-7)","armor_class":"10","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Keen Smell.*** The swarm has advantage on Wisdom (Perception) checks that rely on smell. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Ravens","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"14 (+2)","CON":"8 (-1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"10 ft., fly 50 ft.","hit_points":"24 (7d8-7)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.","actions":"***Beaks.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Rot Grubs","creature_source":"Volos Guide","STR":"2 (-4)","DEX":"7 (-2)","CON":"10 (0)","INT":"1 (-5)","WIS":"2 (-4)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"5 ft., climb 5 ft.","hit_points":"22 (5d8)","armor_class":"8","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target."} {"creature_name":"Swarm of Spiders","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"22 (5d8)","armor_class":"12 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Spider Climb.*** The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ***Web Sense.*** While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. ***Web Walker.*** The swarm ignores movement restrictions caused by webbing.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swarm of Wasps","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"13 (+1)","CON":"10 (0)","INT":"1 (-5)","WIS":"7 (-2)","CHA":"1 (-5)","creature_size":"medium","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"5 ft., fly 30 ft.","hit_points":"22 (5d8)","armor_class":"12 (natural armor)","senses":"blindsight 10 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer."} {"creature_name":"Swashbuckler","creature_source":"Volos Guide","STR":"12 (+1)","DEX":"18 (+4)","CON":"12 (+1)","INT":"14 (+2)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-lawful alignment","creature_xp":700,"creature_cr":3,"languages":"any one language (usually common)","skills":"Acrobatics +8, Athletics +5, Persuasion +6","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"17 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Lightfooted.*** The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. ***Suave Defense.*** While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. ***Multiattack.*** The swashbuckler makes three attacks: one with a dagger and two with its rapier. ***Rapier.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage."} {"creature_name":"Swavain Basilisk","creature_source":"Explorers Guide To Wildemount","STR":"15 (+2)","DEX":"16 (+3)","CON":"15 (+2)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"7 (-2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":2900,"creature_cr":7,"languages":"--","skills":"","speed":"15 ft., swim 40 ft.","hit_points":"85 (10d12 + 20)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The basilisk can breathe air and water. ***Petrifying Secretions.*** A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage. ***Multiattack.*** The basilisk makes two attacks: one with its bite and one with its tail. ***Tail.*** Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12)."} {"creature_name":"Sword Wight","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"11 (+0)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"Perception +4, Stealth +4","speed":"30 ft.","hit_points":"66 (12d8 + 12)","armor_class":"16 (chainmail)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"exhaustion, poisoned","abilities":"***Improved Critical.*** Greatsword attacks score a critical hit on a roll of 19 or 20. ***Magical Weapons.*** Attacks by the sword wight using its weapons are considered to be magical. ***Parry.*** The sword wight adds 2 to its AC against one melee attack that would hit it. To do so, the sword wight must see the attacker and be wielding a melee weapon. ***Sunlight Sensitivity.*** While in sunlight, the sword wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Weapon Master.*** When using its greatsword attack, a sword wight may reroll any 1 on damage dice, keeping the second result.","actions":"***Greatsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. ***Life Drain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Multiattack.*** The sword wight makes two greatsword attacks or two longbow attacks. It can use its life drain in place of one greatsword attack."} {"creature_name":"Sword Wraith Commander","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"11 (0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"the languages it knew in life","skills":"Perception +4","speed":"30 ft.","hit_points":"127 (15d8 + 60)","armor_class":"18 (breastplate, shield)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, poisoned, unconscious","abilities":"***Martial Fury.*** As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. ***Turning Defiance.*** The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.","actions":"***Call to Honor (1/Day)*** To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count. ***Longbow*** Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Longsword*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ***Multiattack*** The sword wraith makes two weapon attacks."} {"creature_name":"Sword Wraith Warrior","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"6 (-2)","WIS":"9 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"","speed":"30 ft.","hit_points":"45 (6d8 + 18)","armor_class":"16 (chain shirt, shield)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"poison","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, poisoned, unconscious","abilities":"***Martial Fury.*** As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.","actions":"***Longbow*** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ***Longsword*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."} {"creature_name":"T'shann","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"4 (-3)","CON":"16 (+3)","INT":"2 (-4)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"small","creature_type":"aberration","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"10 ft., burrow 10 ft.","hit_points":"32 (5d6 + 15)","armor_class":"8 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius), passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Acidic Secretions.*** A creature who touches the t'shann takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the t'shann corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the t'shann is destroyed after dealing damage. In addition, nonmagical armor worn by the target of any of the t'shann's attacks is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. ***Alien Thoughts.*** When a creature enters or starts its turn within 30 feet of the t'shann, the creature must make a DC 13 Wisdom saving throw, unless the t'shann is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1-4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.","actions":"***Slam.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 5 (2d4) acid damage. ***Spew Acid.*** Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 5 (2d4) acid damage."} {"creature_name":"Tabaxi Hunter","creature_source":"Tomb Of Annihilation","STR":"10 (0)","DEX":"17 (+3)","CON":"11 (0)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (tabaxi)","creature_alignment":"chaotic good","creature_xp":200,"creature_cr":1,"languages":"common plus any one language","skills":"Athletics +2, Perception +4, Stealth +5, Survival +6","speed":"30 ft., climb 20 ft.","hit_points":"40 (9d8)","armor_class":"14 (leather armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Feline agility.*** When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.","actions":"***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (ld4) slashing damage. ***Multiattack.*** The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. ***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (ld6 +3) piercing damage. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (l d6 +3) slashing damage."} {"creature_name":"Tabaxi Minstrel","creature_source":"Tomb Of Annihilation","STR":"10 (0)","DEX":"15 (+2)","CON":"11 (0)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (tabaxi)","creature_alignment":"chaotic good","creature_xp":50,"creature_cr":0.25,"languages":"common plus any two languages","skills":"Perception +3, Performance +7, Persuasion +5, Stealth +4","speed":"30 ft., climb 20 ft.","hit_points":"22 (5d8)","armor_class":"12","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Feline agility.*** When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. ***Inspire (1/Day).*** While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.","actions":"***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (ld4) slashing damage. ***Dart.*** Ranged Weapon Attack: +4 to hit, range 20/ 60 ft., one target. Hit: 4 (ld4 +2) piercing damage. ***Multiattack.*** The tabaxi makes two claws attacks or two dart attacks."} {"creature_name":"Tainted Servant of Tsathogga","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"12 (+1)","CON":"11 (+0)","INT":"9 (-1)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"30 ft., swim 30 ft.","hit_points":"45 (10d10)","armor_class":"17 (natural armor)","senses":"darkvision 30 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, cold","damage_vulnerabilities":"radiant","condition_immunities":"","abilities":"***Amphibious.*** A tainted servant of Tsathogga can breathe air or water. ***Slimy.*** Any attempt to grapple a tainted servant of Tsathogga is made with disadvantage. Any contested grapple checks made by a tainted servant of Tsathogga have advantage. All touch attack spells against a tainted servant of Tsathogga are made with disadvantage.","actions":"***Chaotic Croak (Recharge 5-6).*** A tainted servant of Tsathogga can croak, forcing all enemies within 50 ft. to attempt a DC 14 Wisdom saving throw. Any who fail use their action on their next turn to make an attack against the nearest creature if possible. A creature that fails its saving throw and cannot attack the nearest creature does not use its action on its turn. ***Frog's Claw.*** Melee weapon attack: +6 to hit, range 5 ft., one target. Hit: 7 (1d8+3) slashing damage. ***Tsathogga's Gift (1/day).*** A tainted servant of Tsathogga releases a 20 ft. sphere of poisonous gas through its skin. Any other creature that starts its turn within the range must make a successful DC 12 Constitution saving throw or take 7 (2d6) poison damage. This sphere follows the tainted servant and dissipates after 1 minute. ***Tsathogga's Spit (2/day).*** tainted servant of Tsathogga can spit a viscous glob at a target. On a successful hit, the target becomes restrained (Escape DC 14)."} {"creature_name":"Talis the White","creature_source":"Tyranny Of Dragons","STR":"14 (+2)","DEX":"12 (+1)","CON":"14 (+2)","INT":"10 (0)","WIS":"16 (+3)","CHA":"16 (+3)","creature_size":"medium","creature_type":"humanoid (half-elf)","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"common, draconic, elvish, infernal","skills":"Deception +6, Insight +6, Perception +6, Persuasion +6","speed":"30 ft.","hit_points":"58 (9d8+18)","armor_class":"18 (scale mail +1, shield)","senses":"darkvision 60 ft.","saving_throws":"WIS +6, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** Talis has advantage on saving throws against being charmed, and magic can't put her to sleep. ***Special Equipment.*** Talis has +1 scale mail and a wand of winter. ***Spellcasting.*** Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list * Cantrips (at will) guidance, resistance, thaumaturgy<\/i> * 1st level (4 slots) command, cure wounds, healing word, inflict wounds<\/i> * 2nd level (3 slots) blindness/deafness, lesser restoration, spiritual weapon <\/i>(spear) * 3rd level (3 slots) dispel magic, mass healing word, sending<\/i> * 4th level (3 slots) death ward, freedom of movement<\/i> * 5th level (1 slot) insect plague<\/i> ***Winter Strike (3/Day).*** Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.","actions":"***Spear.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage."} {"creature_name":"Tallow Golem","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"9 (-1)","CON":"18 (+4)","INT":"5 (-3)","WIS":"11 (+0)","CHA":"4 (-3)","creature_size":"medium","creature_type":"construct","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"20 ft.","hit_points":"76 (9d8 + 36)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The tallow golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) poison damage. If the tallow golem rolls a natural 20, the target also suffers from discolored skin across its body and has disadvantage on Charisma skill checks. This further effect can be restored with magic such as lesser restoration."} {"creature_name":"Tanarukk","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"13 (+1)","CON":"20 (+5)","INT":"9 (-1)","WIS":"9 (-1)","CHA":"9 (-1)","creature_size":"medium","creature_type":"fiend (demon","creature_alignment":"orc)","creature_xp":1800,"creature_cr":5,"languages":"abyssal, common, orc","skills":"Intimidation +2, Perception +2","speed":"30 ft.","hit_points":"95 (10d8+50)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"fire, poison","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Aggressive.*** As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. ***Magic Resistance.*** The tanarukk has advantage on saving throws against spells and other magical effects. ***Unbridled Fury.*** In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. ***Greatsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. ***Multiattack.*** The tanarukk makes two attacks: one with its bite and one with its greatsword."} {"creature_name":"Tarrasque","creature_source":"Monster Manual","STR":"30 (+10)","DEX":"11 (0)","CON":"30 (+10)","INT":"3 (-4)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"gargantuan","creature_type":"monstrosity (titan)","creature_alignment":"unaligned","creature_xp":155000,"creature_cr":30,"languages":"","skills":"","speed":"40 ft.","hit_points":"676 (33d20+330)","armor_class":"25 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"INT +5, WIS +9, CHA +9","damage_immunities":"fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned","abilities":"***Attack.*** The tarrasque makes one claw attack or tail attack. ***Chomp (Costs 2 Actions).*** The tarrasque makes one bite attack or uses its Swallow. ***Legendary Resistance (3/Day).*** If the tarrasque fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects. ***Move.*** The tarrasque moves up to half its speed. ***Reflective Carapace.*** 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. ***Siege Monster.*** The tarrasque deals double damage to objects and structures. 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.","actions":"***Bite.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. ***Claw.*** Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. ***Frightful Presence.*** Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque's Frightful Presence for the next 24 hours. ***Horns.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. ***Multiattack.*** The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite. ***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) 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 Constitution saving throw 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 by using 30 feet of movement, exiting prone. ***Tail.*** Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone."} {"creature_name":"Tarul Var","creature_source":"Tales From The Yawning Portal","STR":"11 (0)","DEX":"16 (+3)","CON":"16 (+3)","INT":"19 (+4)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"abyssal, common, infernal, primordial, thayan","skills":"Arcana +9, History +9, Insight +7, Perception +7","speed":"30 ft.","hit_points":"105 (14d8+42)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"CON +8, INT +9, WIS +7","damage_immunities":"poison","damage_resistances":"cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"Var 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. Var regains spent legendary actions at the start of his turn. ***Cantrip.*** Var casts a cantrip. ***Focused Conjuration.*** While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage. ***Frightening Gaze (Costs 2 Actions).*** Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened 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 Var's gaze for the next 24 hours. ***Legendary Resistance (3/Day).*** If Var fails a saving throw, he can choose to succeed instead . ***Paralyzing Touch (Costs 2 Actions).*** Var uses Paralyzing Touch . ***Rejuvenation.*** If Var is destroyed but his phylactery remains intact, Var gains a new body in ldlO days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. ***Source.*** tales from the yawning portal, page 244 ***Spellcasting.*** Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared * Cantrips (at will) fire bolt, mage hand, minor illusion, prestidigitation, ray of frost<\/i> * 1st level (4 slots) detect magic, magic missile, shield, unseen servant\\* <\/i> * 2nd level (3 slots) detect thoughts, flaming sphere\\*, mirror image, scorching ray<\/i> * 3rd level (3 slots) counterspell, dispel magic, fireball<\/i> * 4th level (3 slots) dimension door\\*, Evard's black tentacles\\* <\/i> * 5th level (3 slots) cloudkill\\*, scrying<\/i> * 6th level (1 slot) circle of death<\/i> *Conjuration spell of 1st level or higher. ***Turn Resistance.*** Var has advantage on saving throws against any effect that turns undead . ***Undead Nature.*** A lich doesn't require air, food, drink, or sleep.","actions":"***Benign Transposition.*** Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher. ***Paralyzing Touch.*** Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution 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."} {"creature_name":"Temple Dog","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"8 (-1)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"medium","creature_type":"celestial","creature_alignment":"good","creature_xp":1800,"creature_cr":5,"languages":"understands celestial and common but can't speak","skills":"Perception +5","speed":"30 ft.","hit_points":"97 (15d8 + 30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"STR +7, CON +5, INT +2, WIS +5","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The temple dog has advantage on saving throws against spells and other magical effects. ***Protector's Initiative.*** If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll. ***Rushing Slam.*** If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to."} {"creature_name":"Thayan Warrior","creature_source":"Tales From The Yawning Portal","STR":"16 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"any non-good alignment","creature_xp":450,"creature_cr":2,"languages":"common, thayan","skills":"Perception +2","speed":"30 ft.","hit_points":"52 (8d8+16)","armor_class":"16 (chain shirt, shield)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Doomvault Devotion.*** Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened . ***Pack Tactics.*** The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Source.*** tales from the yawning portal, page 246","actions":"***Javelin.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dlO + 3) slashing damage if used with two hands. ***Multiattack.*** The warrior makes two melee attacks."} {"creature_name":"The Angry","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"10 (0)","CON":"19 (+4)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"common","skills":"Perception +6","speed":"30 ft.","hit_points":"255 (30d8 + 120)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Rising Anger.*** If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage. On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. ***Two Heads.*** The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.","actions":"***Hook*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. ***Multiattack*** The Angry makes two hook attacks."} {"creature_name":"The Folly","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"14 (+2)","CON":"17 (+3)","INT":"12 (+1)","WIS":"7 (-2)","CHA":"19 (+4)","creature_size":"tiny","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, draconic, sylvan","skills":"Arcana +4, Athletics +5, Perception +1, Persuasion +7","speed":"15 ft., fly 30 ft.","hit_points":"71 (13d4 + 39)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"DEX +5, CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The folly's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components * At will acid splash, chill touch, eldritch blast, mage hand, minor illusion, poison spray, prestidigitation, shocking grasp, vicious mockery<\/i> * 3/day each disguise self, flaming sphere, hideous laughter, invisibility, phantasmal killer, silent image, sleep, suggestion<\/i> * 1/day dispel magic, fear, fireball, hypnotic pattern<\/i> * 1/week each animate objects, arcane gate, polymorph <\/i>(10x normal casting time and requires at least 3 follies participating in the ritual) * 1/month each earthquake, gate, reverse gravity <\/i>(100x normal casting time and requires at least 10 follies participating in the ritual) ***Quick Breeding.*** The follies both breed and mature very quickly, but they also don't much care about self-preservation. Therefore, even though they often do things that get themselves killed, their population never seems to drop. ***Wild Misperception.*** The follies misunderstand almost anything said to them in the most horrible possible way. For example, if asked, \"Please make those children new shoes,\" they will happily slay the children and use their skins to make new shoes. They don't do this on purpose. They just get absolutely everything horribly, horribly wrong whenever it is at all possible to do so. Even when they do properly understand a request, they will find a horrible way to execute it. For example, if asked, \"Please bring me a glass of water,\" they might steal a poor family's only nice glass or open a gateway to the elemental plane of water, flooding the town, just to fill the glass. Everything they can do wrong, they will.","actions":"***+1 Tiny Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) slashing damage. ***+1 Tiny Shortbow.*** Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 4 (1d2 + 3) piercing damage."} {"creature_name":"The Horned Lord","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"14 (+2)","CON":"16 (+3)","INT":"20 (+5)","WIS":"22 (+6)","CHA":"20 (+5)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":41000,"creature_cr":22,"languages":"common","skills":"Arcana +12, Deception +12, History +12, Insight +13,","speed":"30 ft.","hit_points":"285 (38d8 + 114)","armor_class":"23 (natural armor, robe of the archmagi, Harowblade, cloak of protection)","senses":"truevision 120 ft., passive perception 23","saving_throws":"DEX +9, INT +12, WIS +13, CHA +12","damage_immunities":"cold, necrotic, poison, psychic","damage_resistances":"force; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious","abilities":"***Blessings of the Dead.*** You have a +1 bonus to your Armor Class while you wield Harrowblade, and have resistance to radiant damage. In addition, at the beginning of each of your turns, you regain 1d6 hit points if you have at least 1 hit point remaining. ***Cantrip.*** The Horned Lord casts a cantrip. ***Dark and Stormy.*** The sky grows gloomy and clouded, causing dim light conditions and occasionally lightly obscured patches of smoke and dark fog. ***Death Gaze (Costs 3 Actions).*** The Horned Lord chooses one creature within 60 feet of it that it can see. The creature must make a DC 18 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, a creature takes 21 (6d6) psychic damage. The Horned Lord instinctively makes his lair in a dark fortress, located in the heart of a wasteland far from civilization, and here, he marshals his evil forces, summons nightmarish demons, and performs unspeakable sacrifices. Guarded by hordes of evil humanoids and fiends, the Horned Lord can also perform several unique acts to help defend himself against those who dare to challenge him in his lair. On Initiative 20 (losing initiative ties), the Horned Lord takes a lair action to cause one of the following effects. The Horned Lord can't use the same effect two rounds in a row. ***Destruction.*** Harrowblade can be destroyed by a group of 7 lawful good clerics immersing Harrowblade into a bath of holy water, then each casting holy aura on the weapon. The combined might of these blessings is enough to shatter the blade of the magic weapon into fragments, leaving it nascent...until the Horned Lord rises again. The Horned Lord 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 Horned Lord regains spent legendary actions at the start of his turn. ***Hot Lava.*** Fissures and magma eruptions spread across the area, destroying structures and causing 11 (2d10) fire damage per turn to anyone who falls into one. ***Magic Resistance.*** The Horned Lord has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** Harrowblade is a heavy, two-handed weapon that deals 2d6 slashing damage plus 4d6 cold damage on a hit, and you have a +3 bonus to attack and damage rolls made with the weapon. You score a critical hit if you roll a natural 19 or 20 on the attack roll with the weapon, and any living creature struck by the critical hit must make a DC 20 Wisdom saving throw, taking an additional 4d6 psychic damage on a failed saving throw, or half as much damage on a successful saving throw. Finally, Harrowblade also functions as a mace of terror, save that it has 7 charges and regains them at midnight. ***Miasmal Cloud.*** A dark miasma permeates the area in a 90-foot radius from the Horned Lord. All living creatures in the area must make a DC 20 Constitution saving throw or be poisoned until the end of Horned Lord's next turn. ***Regeneration.*** The Horned Lord regains 1d6 hit points at the beginning of his turn if he has at least 1 hit point. ***Sentience.*** Harrowblade is a lawful evil magic weapon. It has hearing and vision to a distance of 120 feet and understands all the languages you do. It can communicate with emotions alone. It has an Intelligence of 10, a Wisdom of 14, and a Charisma of 16. Harrowblade's purpose is to enslave all living creatures and enthrone its wielder atop the new empire of tyranny it has helped create. It will rebel against a wielder whom it believes is not strong enough to carry out such a task. ***Shades.*** The Horned Lord summons memories and shades from one living creature's past. The creature must make a DC 18 Wisdom saving throw or take 36 (8d8) psychic damage and gain a level of exhaustion. ***Special Equipment.*** The Horned Lord wears a cloak of protection, ring of spell turning, and a black robe of the archmagi. He has +1 to all saving throws while wearing the cloak. He also wields the infamous Harrowblade<\/i> (see sidebar for more details). ***Spell (Costs 2 Actions).*** The Horned Lord casts a prepared spell. ***Spellcasting.*** The Horned Lord is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The Horned Lord has the following wizard spells prepared * Cantrips (at will) acid splash, chill touch, ray of frost<\/i> * 1st level (4 slots) detect magic, magic missile, shield, thunderwave<\/i> * 2nd level (3 slots) acid arrow, blur, detect thoughts, levitate<\/i> * 3rd level (3 slots) animate dead, dispel magic, fireball, lightning bolt<\/i> * 4th level (3 slots) confusion, ice storm<\/i> * 5th level (3 slots) cloudkill, scrying<\/i> * 6th level (1 slot) disintegrate, wall of ice<\/i> * 7th level (1 slot) finger of death, teleport<\/i> * 8th level (1 slot) dominate monster, power word stun<\/i> * 9th level (1 slot) power word kill<\/i> ***Stunning Wave (Costs 2 Actions).*** The Horned Lord unleashes a pulse of overwhelming evil energy. Each living creature within 20 feet of the Horned Lord must make a DC 20 Constitution saving throw or be stunned until the end of the Horned Lord's next turn. ***Sulfurous Gas.*** Vents of sulfurous gas release poison into the atmosphere. Anyone encountering such a vent must make a DC 12 Constitution saving throw or take 13 (3d8) poison damage and be poisoned for 1d6 hours. If the Horned Lord dies, conditions surrounding the lair return to normal over the course of 1d10 days. Weapon (scythe), artifact (requires attunement)<\/i> This perpetually bloody weapon is a crooked scythe, a farming implement. It appears truly ancient, the blade filthy with ichor and long rust-covered. It stands 7 feet tall and exudes menace; it awakens a primal fear within all living creatures, causing their bowels to loosen in terror. ***Turn Resistance.*** The Horned Lord has advantage on saving throws against any effect that turns undead. ***Unholy Aura.*** Living creatures cannot take long rests within 300 feet of Harrowblade. In addition, within 10 feet of Harrowblade, all holy water is destroyed, and creatures of CR 0 and plants that are not creatures die. ***Wall of Arms.*** The Horned Lord can make the ghostly limbs of past victims manifest in the air around foes in a 60-foot radius centered on him. Each creature in this area must make a DC 20 Dexterity saving throw or be restrained until the end of the Horned Lord's next turn. The region around the Horned Lord's lair is warped by his magic, creating one or more of the following effects Intimidation +12, Perception +13, Persuasion +12, Religion +12\"","actions":"***Dominate (Recharge 5-6).*** The Horned Lord speaks in a commanding voice, calling on all to bow down to him. Each creature within 60 feet of the Horned Lord must succeed on a DC 20 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Horned Lord's Dominate for the next 24 hours. ***Harrowblade.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 14 (4d6) cold damage. On a natural 19 or 20 attack roll, living creatures must make a DC 20 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The Horned Lord makes three attacks with Harrowblade."} {"creature_name":"The Hungry","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"6 (-2)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"common","skills":"","speed":"30 ft.","hit_points":"225 (30d8 + 90)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Life Hunger.*** If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.","actions":"***Bite*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. ***Claws*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and is restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws. ***Multiattack*** The Hungry makes two attacks: one with its bite and one with its claws."} {"creature_name":"The Lonely","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"12 (+1)","CON":"17 (+3)","INT":"6 (-2)","WIS":"11 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common","skills":"","speed":"30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Psychic Leech.*** At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. ***Thrives on Company.*** The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.","actions":"***Harpoon Arm*** Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. ***Multiattack*** The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. ***Sorrowful Embrace*** Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it."} {"creature_name":"The Lost","creature_source":"Mordenkainens Tome Of Foes","STR":"17 (+3)","DEX":"12 (+1)","CON":"15 (+2)","INT":"6 (-2)","WIS":"7 (-1)","CHA":"5 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"common","skills":"Athletics +6","speed":"30 ft.","hit_points":"78 (12d8 + 24)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","actions":"***Arm Spike*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. ***Embrace*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. ***Multiattack*** The Lost makes two arm spike attacks."} {"creature_name":"The Pudding King","creature_source":"Out Of The Abyss","STR":"10 (0)","DEX":"16 (+3)","CON":"14 (+2)","INT":"12 (+1)","WIS":"8 (-1)","CHA":"17 (+3)","creature_size":"small","creature_type":"humanoid (gnome","creature_alignment":"shapechanger)","creature_xp":1100,"creature_cr":4,"languages":"abyssal, gnomish, terran, undercommon","skills":"Arcana +4, Perception +2, Stealth +6, Survival +2","speed":"30 ft.","hit_points":"49 (9d6+18)","armor_class":"13 (16 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"CON +5, CHA +6","damage_immunities":"","damage_resistances":"acid, poison","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Gnome Cunning.*** The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. ***Innate Spellcasting.*** The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components * At will nondetection <\/i>(self only) * 1/day each blindness/deafness, blur, disguise self<\/i> ***Insanity.*** The Pudding King has advantage on saving throws against being charmed or frightened. ***Spellcasting.*** The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells * Cantrips (at will) acid splash, light, mage hand, poison spray, prestidigitation<\/i> * 1st level (4 slots) false life, mage armor, ray of sickness, shield<\/i> * 2nd level (3 slots) crown of madness, misty step<\/i> * 3rd level (3 slots) gaseous form, stinking cloud<\/i> * 4th level (3 slots) blight, confusion<\/i> * 5th level (1 slot) cloudkill<\/i> ***Stone Camouflage.*** The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","actions":"***Change Shape.*** The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form. ***Create Green Slime (Recharges after a Long Rest).*** The Pudding King creates a patch of green slime (see \"Dungeon Hazards\" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King. ***War Pick.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage."} {"creature_name":"The Ravager (Brawler Form)","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"23 (+6)","CON":"30 (+10)","INT":"6 (-2)","WIS":"24 (+7)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":155000,"creature_cr":30,"languages":"--","skills":"Perception +16","speed":"70 ft.","hit_points":"738 (36d20 + 360)","armor_class":"27 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 26","saving_throws":"DEX +15, CON +19","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Attack.*** The Ravager makes one claw or bite attack. ***Charge (Costs 2 Actions).*** The Ravager charges at a target of its choice and makes one claw attack. ***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 7th level spell slot with a +7 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Move.*** The Ravager moves up to half of its speed. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 15 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. The Ravager 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 Ravager regains spent legendary actions at the start of its turn. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 34 (7d6 + 10) piercing damage. ***Claws.*** Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45 (10d6 + 10) slashing damage and the target is grappled (Escape DC 23). Until this grapple ends, the creature is restrained. ***Multiattack.*** The Ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature. ***Smash.*** If a target is grappled at the beginning of its turn, the Ravager may smash it into the ground for 37 (6d8 + 10) bludgeoning damage."} {"creature_name":"The Ravager (Crawler Form)","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"23 (+6)","CON":"30 (+10)","INT":"6 (-2)","WIS":"24 (+7)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":155000,"creature_cr":30,"languages":"--","skills":"Perception +16","speed":"50 ft., burrow 20 ft.","hit_points":"738 (36d20 + 360)","armor_class":"27 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 26","saving_throws":"DEX +15, CON +19","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Attack.*** The Ravager makes one claw or bite attack. ***Charge (Costs 2 Actions).*** The Ravager charges at a target of its choice and makes one claw attack. ***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. The Ravager 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 Ravager regains spent legendary actions at the start of its turn. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 7th level spell slot with a +7 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Move.*** The Ravager moves up to half of its speed. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 15 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. ***Tunneler.*** The Ravager can burrow through solid rock at half of its burrowing speed, leaving a 10 foot-wide, 16-foot-high tunnel in its wake. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 34 (7d6 + 10) piercing damage. ***Claws.*** Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45 (10d6 + 10) slashing damage. ***Multiattack.*** The Ravager makes one bite and four claw attacks."} {"creature_name":"The Ravager (Flier Form)","creature_source":"Tome Of Horrors","STR":"30 (+10)","DEX":"30 (+10)","CON":"30 (+10)","INT":"6 (-2)","WIS":"24 (+7)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":155000,"creature_cr":30,"languages":"--","skills":"Perception +16","speed":"20 ft., fly 140 ft.","hit_points":"738 (36d20 + 360)","armor_class":"27 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft., passive perception 26","saving_throws":"DEX +19, CON +19","damage_immunities":"","damage_resistances":"acid, cold, fire, lightning, thunder;","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","abilities":"***Attack.*** The Ravager makes one claw or bite attack. ***Charge (Costs 2 Actions).*** The Ravager charges at a target of its choice and makes one claw attack. ***Charge.*** If the Ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the Ravager can make one claw attack against it as a bonus action. The Ravager 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 Ravager regains spent legendary actions at the start of its turn. ***Flyby.*** The Ravager doesn't provoke an opportunity attack when it flies out of an enemy's reach. ***Form-Shifting.*** The Ravager can physically alter its physiology to take on one of the three listed forms the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. ***Improved Critical.*** The Ravager's bite and claws score a critical hit on a roll of 19 or 20. ***Legendary Resistance (3/day).*** If the Ravager fails a saving throw, it can choose to succeed instead. ***Magic Disruption.*** Every time the Ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as per the dispel magic spell cast using a 7th level spell slot with a +7 spell casting ability modifier. ***Magic Weapons.*** The Ravager's melee attacks are magical. ***Move.*** The Ravager moves up to half of its speed. ***Rampage.*** When the Ravager reduces a creature to 0 hit points with a melee attack on its turn, the Ravager can take a bonus action to move up to half its speed and make a bite attack. ***Regeneration.*** The Ravager regains 15 hit points at the start of its turn. If the Ravager takes damage from an artifact or from a legendary action, this trait doesn't function at the start of the Ravager's next turn. The Ravager only dies if it starts its turn at 0 hit points and doesn't regenerate. ***Vampiric Healing.*** Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. bludgeoning, piercing, and slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 34 (7d6 + 10) piercing damage. ***Claws.*** Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45 (10d6 + 10) slashing damage. ***Multiattack.*** The Ravager makes one bite and four claw attacks."} {"creature_name":"The Wretched","creature_source":"Mordenkainens Tome Of Foes","STR":"7 (-1)","DEX":"12 (+1)","CON":"9 (0)","INT":"5 (-2)","WIS":"6 (-2)","CHA":"5 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"-","skills":"","speed":"40 ft.","hit_points":"10 (4d6 - 4)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing while in dim light or darkness","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Wretched Pack Tactics.*** The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls.","actions":"***Bite*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched."} {"creature_name":"Thorn Slinger","creature_source":"Tales From The Yawning Portal","STR":"13 (+1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"1 (-5)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"10 ft.","hit_points":"32 (5d10+5)","armor_class":"11","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, frightened","abilities":"***Adhesive Blossoms.*** The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage. ***False Appearance.*** While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush. ***Source.*** tales from the yawning portal, page 246","actions":"***Thorns.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage."} {"creature_name":"Thorny","creature_source":"Volos Guide","STR":"13 (+1)","DEX":"12 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +4, Stealth +3","speed":"30 ft.","hit_points":"27 (5d8+5)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning, piercing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Plant Camouflage .*** The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ***Regeneration.*** The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage."} {"creature_name":"Thri-kreen","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"13 (+1)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (thri-kreen)","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"thri-kreen","skills":"Perception +3, Stealth +4, Survival +3","speed":"40 ft.","hit_points":"33 (6d8+6)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon Carapace.*** The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. ***Standing Leap.*** The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ***Multiattack.*** The thri-kreen makes two attacks: one with its bite and one with its claws. ***Variant: Chatkcha.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Variant: Gythka.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ***Variant: Weapons Multiattack.*** The thri-kreen makes two gythka attacks or two chatkcha attacks."} {"creature_name":"Thri-kreen (Psionic)","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"13 (+1)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"humanoid (thri-kreen)","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"thri-kreen, telepathy 60 ft.","skills":"Perception +3, Stealth +4, Survival +3","speed":"40 ft.","hit_points":"33 (6d8+6)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon Carapace.*** The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. ***Innate Spellcasting (Psionics).*** The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components * At will mage hand <\/i>(the hand is invisible) * 2/day each blur, magic weapon<\/i> * 1/day invisibility <\/i>(self only) ***Standing Leap.*** The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ***Multiattack.*** The thri-kreen makes two attacks: one with its bite and one with its claws. ***Variant: Chatkcha.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Variant: Gythka.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ***Variant: Weapons Multiattack.*** The thri-kreen makes two gythka attacks or two chatkcha attacks."} {"creature_name":"Thuellai","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"24 (+7)","CON":"20 (+5)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"huge","creature_type":"elemental","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, dwarvish, primordial","skills":"Perception +4","speed":"0 ft., fly 100 ft. (hover)","hit_points":"149 (13d12 + 65)","armor_class":"17","senses":"darkvision 60 ft., passive perception 14","saving_throws":"INT +4, WIS +4, CHA +6","damage_immunities":"poison","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Air Mastery.*** Airborne creatures have disadvantage on attack rolls against the thuellai. ***Snow Vision.*** The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness.","actions":"***Algid Aura.*** All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn. ***Blizzard (1/Day).*** The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. ***Freezing Breath (Recharge 5-6).*** The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw. ***Howl of the Maddening Wind (3/day).*** A thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn. 1 - Act normally 2-4 - Do nothing but babble incoherently 5-6 - Do 1d8 damage + Str modifier to self with item in hand 7-8 - Attack nearest target; select randomly if more than one ***Multiattack.*** The thuellai makes two claw attacks."} {"creature_name":"Thug","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"11 (0)","CON":"14 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any non-good alignment","creature_xp":100,"creature_cr":0.5,"languages":"any one language (usually common)","skills":"Intimidation +2","speed":"30 ft.","hit_points":"32 (5d8+10)","armor_class":"11 (leather armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. ***Mace.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. ***Multiattack.*** The thug makes two melee attacks."} {"creature_name":"Thurl Merosska","creature_source":"Tyranny Of Dragons","STR":"16 (+3)","DEX":"14 (+2)","CON":"14 (+2)","INT":"11 (0)","WIS":"10 (0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"auran, common","skills":"Animal Handling +2, Athletics +5, Deception +4, Persuasion +4","speed":"30 ft.","hit_points":"71 (11d8+22)","armor_class":"16 (breastplate)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Parry.*** Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon. ***Spellcasting.*** Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells * Cantrips (at will) friends, gust, light, message, ray of frost<\/i> * 1st level (4 slots) expeditious retreat, feather fall, jump<\/i> * 2nd level (3 slots) levitate, misty step<\/i> * 3rd level (2 slots) haste<\/i>","actions":"***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Lance.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. ***Multiattack.*** Thurl makes two melee attacks."} {"creature_name":"Thursir Giant","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"10 (+0)","CON":"18 (+4)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"11 (+0)","creature_size":"large","creature_type":"giant","creature_alignment":"neutral evil (50 percent) lawful evil (50 percent)","creature_xp":700,"creature_cr":3,"languages":"common, dwarven, giant","skills":"Athletics +6, Perception +4","speed":"40 ft.","hit_points":"114 (12d10 + 48)","armor_class":"13 (chain shirt)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"CON +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Cast Iron Stomach.*** The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair.","actions":"***Multiattack.*** The giant makes two warhammer attacks. ***Rock.*** Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. ***Runic Blood (3/day).*** Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first. ***Warhammer.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."} {"creature_name":"Tiamat","creature_source":"Tyranny Of Dragons","STR":"30 (+10)","DEX":"10 (0)","CON":"30 (+10)","INT":"26 (+8)","WIS":"26 (+8)","CHA":"28 (+9)","creature_size":"gargantuan","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":155000,"creature_cr":30,"languages":"common, draconic, infernal","skills":"Arcana +17, Perception +26, Religion +17","speed":"60 ft., fly 120 ft.","hit_points":"615 (30d20+300)","armor_class":"25 (natural armor)","senses":"darkvision 240 ft., truesight 120 ft.","saving_throws":"STR +19, DEX +9, WIS +17","damage_immunities":"acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, stunned","abilities":"***Bite.*** Melee Weapon Attack +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). ***Black Dragon Head Acid Breath (Costs 2 Actions).*** Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. ***Blue Dragon Head Lightning Breath (Costs 2 Actions).*** Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. ***Discorporation.*** When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. ***Green Dragon Head Poison Breath (Costs 2 Actions).*** Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. ***Innate Spellcasting (3/Day).*** Tiamat can innately cast divine word<\/i> (spell save DC 26). Her spellcasting ability is Charisma. ***Legendary Resistance (5/Day).*** If Tiamat fails a saving throw, she can choose to succeed instead. ***Limited Magic Immunity.*** Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. ***Magic Weapons.*** Tiamat's weapon attacks are magical. ***Multiple Heads.*** Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. ***Red Dragon Head Fire Breath (Costs 2 Actions).*** Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. ***Regeneration.*** Tiamat regains 30 hit points at the start of her turn. ***White Dragon Head Cold Breath (Costs 2 Actions).*** Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","actions":"***Claw.*** Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. ***Frightful Presence.*** Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 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 Tiamat's Frightful Presence for the next 24 hours. ***Multiattack.*** Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. ***Tail.*** Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage."} {"creature_name":"Tiger","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"14 (+2)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"","skills":"Perception +3, Stealth +6","speed":"40 ft.","hit_points":"37 (5d10+10)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell. ***Pounce.*** If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."} {"creature_name":"Titanoboa","creature_source":"Tome Of Beasts","STR":"26 (+8)","DEX":"10 (+0)","CON":"20 (+5)","INT":"3 (-4)","WIS":"10 (+0)","CHA":"3 (-4)","creature_size":"gargantuan","creature_type":"beast","creature_alignment":"unaligned","creature_xp":8400,"creature_cr":12,"languages":"--","skills":"Perception +5","speed":"40 ft., climb 40 ft., swim 40 ft.","hit_points":"232 (15d20 + 75)","armor_class":"14 (natural armor)","senses":"blindsight 10 ft., passive perception 15","saving_throws":"DEX +5, WIS +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Slither.*** If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing. ***Sparkling Scales.*** The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. ***Constrict.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target. ***Multiattack.*** The titanoboa makes one bite attack and one constrict attack."} {"creature_name":"Titivilus","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"22 (+6)","CON":"17 (+3)","INT":"24 (+7)","WIS":"22 (+6)","CHA":"26 (+8)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":15000,"creature_cr":16,"languages":"all, telepathy 120 ft.","skills":"Deception +13, Insight +11, Intimidation +13, Persuasion +13","speed":"40 ft., fly 60 ft.","hit_points":"127 (17d8 + 51)","armor_class":"20 (natural armor)","senses":"darkvision 120 ft., passive perception 16","saving_throws":"DEX +11, CON +8, WIS +11, CHA +13","damage_immunities":"fire, poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Assault (Costs 2 Actions)*** Titivilus attacks with his silver sword or uses his Frightful Word. ***Corrupting Guidance*** Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. ***Innate Spellcasting.*** Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components * At will alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion<\/i> * 3/day each greater invisibility <\/i>(self only), mislead<\/i> * 1/day each feeblemind, symbol <\/i>(discord or sleep only) ***Legendary Resistance (3/Day).*** If Titivilus fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Titivilus has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Titivilus's weapon attacks are magical. ***Regeneration.*** Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. ***Teleport*** Titivilus uses his Teleport action. Titivilus 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. Titivilus regains spent legendary actions at the start of his turn.","actions":"***Frightful Word*** Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Multiattack*** Titivilus makes one sword attack and uses his Frightful Word once. ***Silver Sword*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 16 (3d10) necrotic damage, or 9 (1d10 + 4) slashing damage plus 16 (3d10) necrotic damage if used with two hands. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. ***Teleport*** Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ***Twisting Words*** Titivilus targets one creature he can see within 60 feet of him. The target must make a DC 21 Charisma saving throw. On a failure the target is charmed for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours."} {"creature_name":"Tlincalli","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"13 (+1)","CON":"16 (+3)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"tlincalli","skills":"Perception +4, Stealth +4, Survival +4","speed":"40 ft.","hit_points":"85 (10d10+30)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Longsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. ***Multiattack.*** The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting. ***Spiked Chain.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target. ***Sting.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Tophet","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"10 (+0)","CON":"20 (+5)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"huge","creature_type":"construct","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common","skills":"Perception +3","speed":"30 ft.","hit_points":"184 (16d12 + 80)","armor_class":"16 (natural armor)","senses":"darkvision 200 ft., passive perception 13","saving_throws":"STR +10, CON +8, DEX +3","damage_immunities":"fire, cold, poison","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Burning Belly.*** Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check. ***Fiery Heart.*** A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet.","actions":"***Gout of Flame.*** The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. ***Hit: 12 (1d10 + 7) bludgeoning damage.*** The target is also knocked inside the tophet's burning belly if the attack scores a critical hit. ***Multiattack.*** A tophet makes two attacks, no more than one of which can be a gout of flame. ***Slam.*** Melee Weapon Attack. +10 to hit, reach 5 ft., one target."} {"creature_name":"Tortle","creature_source":"Mordenkainens Tome Of Foes","STR":"15 (+2)","DEX":"10 (0)","CON":"12 (+1)","INT":"11 (0)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (tortle)","creature_alignment":"lawful good","creature_xp":50,"creature_cr":0.25,"languages":"aquan, common","skills":"Athletics +4, Survival +3","speed":"30 ft.","hit_points":"22 (4d8 + 4)","armor_class":"17 (natural)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The tortle can hold its breath for 1 hour.","actions":"***Claws*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Light Crossbow*** Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. ***Quarterstaff*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ***Shell Defense*** The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."} {"creature_name":"Tortle Druid","creature_source":"Mordenkainens Tome Of Foes","STR":"14 (+2)","DEX":"10 (0)","CON":"12 (+1)","INT":"11 (0)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (tortle)","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"aquan, common","skills":"Animal Handling +4, Nature +2, Survival +4","speed":"30 ft.","hit_points":"33 (6d8 + 6)","armor_class":"17 (natural)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Hold Breath.*** The tortle can hold its breath for 1 hour. ***Spellcasting.*** The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared * Cantrips (at will) druidcraft, guidance, produce flame<\/i> * 1st level (4 slots) animal friendship, cure wounds, speak with animals, thunderwave<\/i> * 2nd level (3 slots) darkvision, hold person<\/i>","actions":"***Claws*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Quarterstaff*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ***Shell Defense*** The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."} {"creature_name":"Tosculi Drone","creature_source":"Tome Of Beasts","STR":"8 (-1)","DEX":"16 (+3)","CON":"14 (+2)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"tosculi","skills":"","speed":"20 ft.","hit_points":"22 (4d6 + 8)","armor_class":"13","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Gliding Wings.*** The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. ***Skittering.*** Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated.","actions":"***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ***Light Crossbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage."} {"creature_name":"Tosculi Elite Bow Raider","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"18 (+4)","CON":"17 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"lawful evil","creature_xp":1800,"creature_cr":5,"languages":"gnoll, infernal, tosculi","skills":"Perception +6, Stealth +7","speed":"30 ft., fly 60 ft.","hit_points":"97 (13d8 + 39)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Deadly Precision.*** The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below). ***Evasive.*** Ranged weapon attacks against the tosculi elite bow raider have disadvantage. ***Keen Smell.*** The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell. ***Skirmisher.*** The tosculi elite bow raider can Dash as a bonus action.","actions":"***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Longbow.*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage. ***Multiattack.*** The tosculi elite bow raider makes two longbow attacks or two claws attacks."} {"creature_name":"Tosculi Hive-Queen","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"24 (+7)","CON":"20 (+5)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":8400,"creature_cr":12,"languages":"common, deep speech, gnoll, infernal, tosculi","skills":"Perception +8","speed":"40 ft., fly 60 ft.","hit_points":"157 (15d10 + 75)","armor_class":"17","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +12, CON +10, WIS +8, CHA +9","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, poisoned","abilities":"***Flight.*** The hive-queen flies up to half its flying speed. ***Glitter Dust (Costs 2 Actions).*** The hive-queen uses Glitter Dust. ***Hive Mind.*** The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive. ***Hive Queen Lair.*** On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects - The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points. - A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. - The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). The tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row. ***Legendary Resistance (3/Day).*** If the hive-queen fails a saving throw, it can choose to succeed instead. ***Regional Effects.*** The region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the\tfollowing effects - Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. ***Stinger Attack.*** The hive-queen makes one stinger attack. ***The hive-queen can take 3 legendary actions, choosing from the options below.*** Only one option can be used at a time and only at the end of another creature's turn. The hive.queen regains spent legendary actions at the start of its turn.","actions":"***Glitter Dust.*** The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Implant Egg.*** The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. ***Multiattack.*** The hive-queen makes four scimitar attacks. ***Scimitar.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. ***Stinger.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Tosculi Warrior","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"16 (+3)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"lawful evil","creature_xp":450,"creature_cr":2,"languages":"tosculi","skills":"","speed":"20 ft., fly 60 ft.","hit_points":"58 (9d6 + 27)","armor_class":"15","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Skittering.*** Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. ***Multiattack.*** The tosculi warrior makes one bite attack, one claws attack, and one stinger attack. ***Prepare Host.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.) ***Stinger.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Totivillus, Scribe Of Hell","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"18 (+4)","CON":"24 (+7)","INT":"26 (+8)","WIS":"22 (+6)","CHA":"18 (+4)","creature_size":"medium","creature_type":"fiend","creature_alignment":"lawful evil","creature_xp":62000,"creature_cr":24,"languages":"common, celestial, draconic, infernal, void speech; telepathy 120 ft.","skills":"Arcana +15, History +15, Investigation +15, Perception +13, Religion +15","speed":"40 ft., fly 60 ft.","hit_points":"299 (26d8 + 182)","armor_class":"19 (natural armor)","senses":"truesight 30 ft., darkvision 60 ft., passive perception 23","saving_throws":"DEX +11, CON +14, INT +15, WIS +13, CHA +11","damage_immunities":"fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Cast a Spell (Costs 3 Actions).*** Totivillus casts a spell from its list of prepared spells, using a spell slot as normal. ***Claw Attack.*** Totivillus makes one claw attack. ***Devil's Mark.*** Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil's mark a tattoo in the shape of Totivillus's personal seal. All devils have advantage on spell attacks made against the devil.marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it's concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who've made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil's mark is in league with evil forces. ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. ***Fear Aura.*** Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, it is immune to the devil's Fear Aura for the next 24 hours. ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Totivillus's weapon attacks are magical. ***Meld with Text.*** Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage. ***Spellcasting.*** Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared Cantrips (at will) chill touch, light, minor illusion, poison spray, prestidigitation 1st level (4 slots) comprehend languages, disguise self, illusory script, magic missile, unseen servant 2nd level (3 slots) blindness/deafness, hold person, mirror image, misty step 3rd level (3 slots) counterspell, dispel magic, haste, protection from energy 4th level (3 slots) banishment, dimension door, greater invisibility, polymorph 5th level (3 slots) dominate person, geas, modify memory, passwall 6th level (2 slots) eyebite, guards and wards, mass suggestion 7th level (2 slots) forcecage, plane shift 8th level (1 slot) feeblemind 9th level (1 slot) time stop ***Totivillus 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. Totivillus regains spent legendary actions at the start of its turn. ***Trust Aura.*** Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can't attack Totivillus directly until the start of their next turn. This effect ends immediately and can't be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura.","actions":"***Claw.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage. ***Hellfire Bolt (Recharge 5-6).*** Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage. ***Multiattack.*** Totivillus makes two claw attacks."} {"creature_name":"Translucent Bulette","creature_source":"Tome Of Horrors","STR":"24 (+7)","DEX":"14 (+2)","CON":"22 (+6)","INT":"6 (-2)","WIS":"10 (+0)","CHA":"10 (+0)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":13000,"creature_cr":15,"languages":"--","skills":"Perception +10","speed":"60 ft., fly 80 ft.","hit_points":"225 (18d12 + 108)","armor_class":"14 (Material Plane) or 18 (Astral Plane)","senses":"blindsight 60 ft., truesight 120 ft., passive perception 14","saving_throws":"DEX +7, CON +11, WIS +5","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Astral Ambusher.*** In the first round of a combat, the bulette has advantage on attack rolls against any creature it has surprised. ***Astral Jaunt.*** As a bonus action, the bulette can magically shift from the Prime Material Plane to the Astral Plane, or vice versa. ***Astral Portal.*** On the Prime Material Plane, any melee attack against the translucent bulette that should hit instead misses, and the attacker risks falling through the beast's form, which acts as a dimensional portal, and into the astral plane. The attacker must succeed on a DC 14 Dexterity saving throw to avoid falling through the bulette and into the Astral Plane. ***Detect Evil and Good.*** The bulette knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. ***Dual Planar Connection.*** Each translucent bulette is tied so thoroughly to the Astral and Prime Material Planes that its entire body acts as an open portal between the two planes. Intentional use of a translucent bulette for purposeful travel between these two planes is possible with a successful grapple or melee attack against the creature. ***Insubstantial Form.*** The translucent bulette cannot be harmed on the Prime Material Plane because any damaging attacks merely phase through its insubstantial form. Physical attacks are only possible when attacking the creature from the Astral Plane. ***Limited Invulnerability (Prime Material Plane Only).*** While on the Prime Material Plane, the bulette is immune to all damage. ***Magic Resistance.*** The bulette has advantage on saving throws against spells and other magical effects. ***Pop goes the Portal.*** If killed, the body of a translucent bulette immediately vanishes with a popping sound, severing its living portal connection between planes. slashing from nonmagical weapons\"","actions":"***Bite.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) piercing damage and the target is grappled if the bulette is not already grappling another creature. ***Portal Swallow.*** The bulette makes a bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and transported to the Astral Plane, and the grapple ends."} {"creature_name":"Transmuter","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"11 (0)","INT":"17 (+3)","WIS":"12 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1800,"creature_cr":5,"languages":"any four languages","skills":"Arcana +6, History +6","speed":"30 ft.","hit_points":"40 (9d8)","armor_class":"12 (15 with mage armor)","senses":"","saving_throws":"INT +6, WIS +4","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Spellcasting.*** The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared * Cantrips (at will) light, mending, prestidigitation, ray of frost<\/i> * 1st level (4 slots) chromatic orb, expeditious retreat\\*, mage armor<\/i> * 2nd level (3 slots) alter self\\*, hold person, knock\\* <\/i> * 3rd level (3 slots) blink\\*, fireball, slow\\* <\/i> * 4th level (3 slots) polymorph\\*, stoneskin<\/i> * 5th level (1 slot) telekinesis\\* <\/i> *Transmutation spell of 1st level or higher ***Transmuter's Stone.*** The transmuter carries a magic stone it crafted that grants its bearer one of the following effects * Darkvision out to a range of 60 feet * An extra 10 feet of speed while the bearer is unencumbered * Proficiency with Constitution saving throws * Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.","actions":"***Quarterstaff.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."} {"creature_name":"Transposer","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"13 (+1)","CON":"12 (+1)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"aberration","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"common, deep speech","skills":"Deception +3, Perception +3","speed":"30 ft.","hit_points":"49 (9d8 + 9)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The transposer's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast alter self<\/i> at will requiring no material components. ***Transposition.*** An opponent hit by a transposer's slam attack must make a DC 13 Constitution saving throw or become linked to the transposer. A transposer can have no more than 4 linked creatures at a time. While linked, the transposer knows the exact location of the target as long as it is on the same plane of existence. While the transposer remains linked to a target, any damage the transposer takes is halved, and each linked target takes an equal amount. If a transposer's linked target regain hit points, the amount received by the target is halved, and the transposer regains an equal amount of hit points. A remove curse<\/i> or dispel magic<\/i> cast on the linked target can end the link. If dispel magic<\/i> is cast on the transposer, one random link is severed. Otherwise the link lasts until the targert dies or the transposer chooses to end the link.","actions":"***Multiattack.*** The transposer makes two attacks with its slam. ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage."} {"creature_name":"Trapper","creature_source":"Volos Guide","STR":"17 (+3)","DEX":"10 (0)","CON":"17 (+3)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"4 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":700,"creature_cr":3,"languages":"","skills":"Stealth +2","speed":"10 ft., climb 10 ft.","hit_points":"85 (10d10+30)","armor_class":"13 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fake Appearance.*** While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence. ***Spider Climb.*** The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","actions":"***Smother.*** One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time."} {"creature_name":"Treacle","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"6 (-2)","CON":"17 (+3)","INT":"1 (-5)","WIS":"1 (-5)","CHA":"10 (+0)","creature_size":"tiny","creature_type":"ooze","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"--","skills":"Deception +4","speed":"15 ft., climb 10 ft.","hit_points":"22 (4d4 + 12)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amorphous.*** The treacle can move through a space as narrow as 1 inch wide without squeezing. ***Charming Presence.*** The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check.","actions":"***Blood Drain (1/hour).*** A treacle touching the skin of a warm.blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check. ***Reshape.*** The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities."} {"creature_name":"Treant","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"8 (-1)","CON":"21 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"huge","creature_type":"plant","creature_alignment":"chaotic good","creature_xp":5000,"creature_cr":9,"languages":"common, druidic, elvish, sylvan","skills":"","speed":"30 ft.","hit_points":"138 (12d12+60)","armor_class":"16 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***False Appearance.*** While the treant remains motionless, it is indistinguishable from a normal tree. ***Siege Monster.*** The treant deals double damage to objects and structures.","actions":"***Animate Trees (1/Day).*** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. ***Multiattack.*** The treant makes two slam attacks. ***Rock.*** Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. ***Slam.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage."} {"creature_name":"Tree Blight","creature_source":"Curse Of Strahd","STR":"23 (+6)","DEX":"10 (0)","CON":"20 (+5)","INT":"6 (-2)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"huge","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":2900,"creature_cr":7,"languages":"understands common and druidic but doesn't speak","skills":"","speed":"30 ft.","hit_points":"149 (13d12+65)","armor_class":"15 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","abilities":"***False Appearance.*** While the blight remains motionless, it is indistinguishable from a dead tree. ***Siege Monster.*** The blight deals double damage to objects and structures.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. ***Branch.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit 16 (3d6+6) bludgeoning damage. ***Grasping Root.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple. ***Multiattack.*** The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action."} {"creature_name":"Tressym","creature_source":"Storm Kings Thunder","STR":"3 (-4)","DEX":"15 (+2)","CON":"10 (0)","INT":"11 (0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"tiny","creature_type":"beast","creature_alignment":"chaotic neutral","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +5, Stealth +4","speed":"40 ft., climb 30 ft., fly 40' ft.","hit_points":"5 (2d4)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Detect Invisibility.*** Within 50 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight ***Keen Smell.*** The tressym has advantage on Wisdom (Perception) checks that rely on smell. ***Poison Sense.*** The tressym can detect whether a substance is poisonous by taste, touch, or smell.","actions":"***Claws.*** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage."} {"creature_name":"Tri-Flower Frond","creature_source":"Tomb Of Annihilation","STR":"1 (-5)","DEX":"10 (0)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"5 ft.","hit_points":"11 (2d8 +2)","armor_class":"10","senses":"blindsight 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, exhaustion, prone","actions":"***Multiattack.*** The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom. ***Orange Blossom.*** The tri -flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. ***Red Blossom.*** Melee Weapon Aitack: +2 to hit, reach 5 ft., one creature. Hit: 2 (ld4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends , the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target. ***Yellow Blossom.*** The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used."} {"creature_name":"Tribal Warrior","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"11 (0)","CON":"12 (+1)","INT":"8 (-1)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":25,"creature_cr":0.125,"languages":"any one language","skills":"","speed":"30 ft.","hit_points":"11 (2d8+2)","armor_class":"12 (hide armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Spear.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Triceratops","creature_source":"Monster Manual","STR":"22 (+6)","DEX":"9 (-1)","CON":"17 (+3)","INT":"2 (-4)","WIS":"11 (0)","CHA":"5 (-3)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"","speed":"50 ft.","hit_points":"95 (10d12+30)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.","actions":"***Gore.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. ***Stomp.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage"} {"creature_name":"Tridrone","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"13 (+1)","CON":"12 (+1)","INT":"9 (-1)","WIS":"10 (0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"construct","creature_alignment":"construct","creature_xp":100,"creature_cr":0.5,"languages":"modron","skills":"","speed":"30 ft.","hit_points":"16 (3d8+3)","armor_class":"15 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Axiomatic Mind.*** The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. ***Disintegration.*** If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.","actions":"***Fist.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. ***Javelin.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Multiattack.*** The tridrone makes three fist attacks or three javelin attacks."} {"creature_name":"Troblin","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"12 (+1)","CON":"15 (+2)","INT":"8 (-1)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"giant","skills":"","speed":"30 ft.","hit_points":"52 (8d8 + 16)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"* 1-2<\/i> ***Dual Forearm.*** The troblin's claw attack deals 1d8 damage instead of 1d6. If the troblin already possesses this mutation, increase the damage die size an additional time. In addition, it can wield two-handed weapons with that arm alone. * 10<\/i> ***Extra Arm.*** The troblin grows an additional arm. It can make one additional claw when it takes the attack action. Each time this mutation is rolled, the number of claw attacks increases. * 11<\/i> ***Hollow Bones.*** The troblin has vulnerability to bludgeoning damage, but gains proficiency in the Stealth skill and has a movement speed of 35 feet. If this mutation is rolled a second time, the troblin doubles its proficiency bonus when rolling Dexterity (Stealth) checks. If this mutation is rolled a third time, reroll. * 12<\/i> ***Large Eyes.*** The troblin doubles the range of its darkvision, to a maximum of 120 feet. * 13<\/i> ***Two Heads.*** The troblin has proficiency in the Perception skill, and advantage on saving throws against being blinded. If the troblin already possesses this mutation, add a vestigial face to the troblin's body. This grants the troblin advantage on Wisdom (Perception) checks that rely on sight or smell, in addition to the other benefits. Reroll if this mutation is rolled a third time. * 14-19<\/i> ***No Mutation.*** * 20<\/i> ***Greater Regeneration.*** The troblin's regeneration trait regains 10 hit points instead of 5 hit points. For each 10 hit points above the original 5 this trait regains for the troblin, increase the troblin's Challenge Rating by 1. * 3-4<\/i> ***Oversized Jaw.*** The troblin's bite attack deals 2d4 damage instead of 1d4. If the troblin already possesses this mutation, add an additional 1d4 to the damage for each stacking mutation. * 5-6<\/i> ***Massive Scarring.*** Increase the troblin's Armor Class by 1. This mutation can stack. * 7<\/i> ***Increased Muscle Mass.*** Each of the troblin's melee weapon attacks deals 1d4 additional damage of the same type. Each time this mutation is rolled, increase the bonus by one die step (1d4 to 1d6, 1d6 to 1d8, etc.). * 8<\/i> ***Redundant Vital Organs.*** Once per short or long rest, if the troblin takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Each time this mutation is rolled, increase the number of times the troblin can use this ability by 1. * 9<\/i> ***Shortened Tendons.*** The troblins has proficiency in the Acrobatics skill, and has advantage on checks and saving throws against being grappled. ***Mutations.*** Each troblin has 1d4 random mutations brought about by its bizarre regeneration (duplicate mutations stack, as detailed in the mutation). Increase the troblin's Challenge Rating to 2 (450 XP) unless otherwise noted, and roll on the table below for each mutation. Should a troblin be slain but not prevented from regenerating back to life, it always gains 1 mutation, and has a 35% chance of gaining an additional 1d4 more mutations. ***Regeneration.*** The troblin regains 5 hit points at the start of its turn. If the troblin takes acid or fire damage, this trait doesn't function at the start of the troblin's next turn. The troblin dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Greatclub.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. ***Multiattack.*** The troblin makes one greatclub attack and one bite attack, or one claws attack and one bite attack."} {"creature_name":"Troglodyte","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"10 (0)","CON":"14 (+2)","INT":"6 (-2)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"medium","creature_type":"humanoid (troglodyte)","creature_alignment":"chaotic evil","creature_xp":50,"creature_cr":0.25,"languages":"troglodyte","skills":"Stealth +2","speed":"30 ft.","hit_points":"13 (2d8+4)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon Skin.*** The troglodyte has advantage on Dexterity (Stealth) checks made to hide. ***Stench.*** Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. ***Sunlight Sensitivity.*** While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ***Multiattack.*** The troglodyte makes three attacks: one with its bite and two with its claws."} {"creature_name":"Troglodyte Champion of Laogzed","creature_source":"Out Of The Abyss","STR":"18 (+4)","DEX":"12 (+1)","CON":"18 (+4)","INT":"8 (-1)","WIS":"23 (+6)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (troglodyte)","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"troglodyte","skills":"Athletics +6, Intimidation +3, Stealth +3","speed":"30 ft.","hit_points":"59 (7d8+28)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chameleon Skin.*** The troglodyte has aadvantage on Dexterity (Stealth) checks made to hide. ***Stench.*** Any creature other than a ttroglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ttroglodytes for 1 hour. ***Sunlight Sensitivity.*** While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Acid Spray (Recharge 6).*** The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. ***Greatclub.*** Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ***Multiattack.*** The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub."} {"creature_name":"Troll","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"20 (+5)","INT":"7 (-2)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"giant","skills":"Perception +2","speed":"30 ft.","hit_points":"84 (8d10+40)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell. ***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Variant Loathsome Limbs.*** Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: 1-10 Nothing else happens. 11-14 One leg is severed from the troll if it has any legs left. 15- 18 One arm is severed from the troll if it has any arms left. 19-20 The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws."} {"creature_name":"Trollkin Reaver","creature_source":"Tome Of Beasts","STR":"19 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"11 (+0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":1100,"creature_cr":4,"languages":"common, trollkin","skills":"Intimidation +5, Survival +3","speed":"30 ft.","hit_points":"82 (11d8 + 33)","armor_class":"14 (hide armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"CON +5, WIS +3, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Regeneration.*** The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate. ***Thick Hide.*** The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC.","actions":"***Battleaxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. ***Handaxe.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ***Howl of Battle (Recharge 6).*** Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction. ***Multiattack.*** The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes."} {"creature_name":"Tsathar","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"abyssal, tsathar","skills":"Stealth +4","speed":"30 ft., swim 30 ft.","hit_points":"16 (3d8 + 3)","armor_class":"13 (leather armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The tsathar can breathe air and water. ***Keen Smell.*** The tsathar has advantage on Wisdom (Perception) checks that rely on smell. ***Slimy.*** Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. ***Standing Leap.*** The tsathar's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. ***Multiattack.*** The tsathar makes two melee attacks: one with its bite and one with its claws, or one with its bite and one with its spear. ***Spear.*** Melee Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make the melee attack."} {"creature_name":"Tsathar Monk","creature_source":"Tome Of Horrors","STR":"15 (+2)","DEX":"18 (+4)","CON":"14 (+2)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, tsathar","skills":"Nature +5, Perception +5, Religion +5","speed":"30 ft., swim 30 ft.","hit_points":"52 (8d8 + 16)","armor_class":"14","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The tsathar can breathe air and water. ***Deflect Missiles.*** If the tsathar has one hand free, it can use its reaction in response to being hit with a ranged weapon attack. It reduces the damage by 14 (1d10 + 9). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand. ***Keen Smell.*** The tsathar has advantage on Wisdom (Perception) checks that rely on smell. ***Slimy.*** Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. ***Standing Leap.*** The tsathar's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has Tsathar managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. ***Flurry of Blows (3/day).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target suffers one of the following effects of its choice: * Prone.<\/i> The target must succeed on a Dexterity saving throw (DC 14) or be knocked prone. * Pushed.<\/i> The target must make a Strength saving throw or be pushed up to 15 feet away from the tsathar. * Agog.<\/i> The target can't take reactions until the end of the tsathar's next turn. ***Multiattack.*** The tsathar can make three melee attacks: two with its claws and one bite. It can use its flurry of blows or stunning strike ability in place of one of the claw attacks. ***Stunning Strike (3/day).*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the tsathar's next turn."} {"creature_name":"Tsathar Priest","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"14 (+2)","CON":"14 (+2)","INT":"12 (+1)","WIS":"17 (+3)","CHA":"11 (+0)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, tsathar","skills":"Nature +5, Perception +5, Religion +5","speed":"30 ft., swim 30 ft.","hit_points":"52 (8d8 + 16)","armor_class":"14 (frog hide armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The tsathar can breathe air and water. ***Fetid Shroud of the Frog God.*** The priest of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the priest's turns, each creature within 5 feet of it takes 7 (2d6) poison damage. A creature that touches the priest or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. ***Fetid Strike.*** Once on each of the priest's turns when it hits a creature with a weapon attack, it can cause the attack to deal an extra 9 (2d8) poison damage to the target. ***Keen Smell.*** The tsathar has advantage on Wisdom (Perception) checks that rely on smell. ***Slimy.*** Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. ***Spellcasting.*** The tsathar priest is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) guidance, poison spray, resistance, thaumaturgy<\/i> * 1st level (4 slots) bane, bless, cure wounds, detect magic, inflict wounds<\/i> * 2nd level (3 slots) enhance ability, hold person, silence<\/i> * 3rd level (3 slots) bestow curse, dispel magic, stinking cloud<\/i> ***Standing Leap.*** The tsathar's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. ***Kukri.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."} {"creature_name":"Tsathar Sorcerer","creature_source":"Tome Of Horrors","STR":"10 (+0)","DEX":"14 (+2)","CON":"13 (+1)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"15 (+2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, tsathar","skills":"Nature +3, Perception +4, Survival +3","speed":"30 ft., swim 30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"14 (frog hide armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The tsathar can breathe air and water. ***Keen Smell.*** The tsathar has advantage on Wisdom (Perception) checks that rely on smell. ***Slimy.*** Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. ***Spellcasting.*** The tsathar sorcerer is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells Cantrips (at will) dancing lights, light, prestidigitation, ray of frost, shocking grasp * 1st level (4 slots) fog cloud, magic missile, shield<\/i> * 2nd level (3 slots) scorching ray, spider climb<\/i> * 3rd level (2 slots) lightning bolt<\/i> ***Standing Leap.*** The tsathar's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","actions":"***Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. ***Claws.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. ***Spear.*** Melee Weapon Attack: +2 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make the melee attack."} {"creature_name":"Tsathogga, the Frog God","creature_source":"Tome Of Horrors","STR":"29 (+9)","DEX":"15 (+2)","CON":"28 (+9)","INT":"19 (+4)","WIS":"18 (+4)","CHA":"23 (+6)","creature_size":"gargantuan","creature_type":"fiend (demon lord)","creature_alignment":"chaotic evil","creature_xp":330000,"creature_cr":35,"languages":"aquan, abyssal, common, giant, infernal, terran, telepathy 120 ft.","skills":"Arcana +14, Insight +14, Perception +24, Survival +14","speed":"40 ft., swim 20 ft.","hit_points":"546 (28d20 + 252)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 34","saving_throws":"DEX +12, CON +19, WIS +14, CHA +16","damage_immunities":"acid, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Acid Swamp.*** Tsathogga chooses an area of swamp that it can see within 120 feet of it. The area can be no larger than a 30-foot cube. Creatures in the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 21 (6d6) acid damage and is grappled (escape DC 24). On a successful saving throw, the target takes half damage and is not grappled. On the next initiative count 20, the target takes an additional 21 (6d6) acid damage if it is still grappled by this lair action. ***Acidic Hide.*** A creature that touches Tsathogga or hits it with a melee attack while within 10 feet of it takes 35 (10d6) acid damage. Any nonmagical weapon made of metal or wood that hits Tsathogga instantly dissolves before dealing damage. ***Amphibious.*** Tsathogga can breathe both water and air. ***Innate Spellcasting.*** Tsathogga's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). * At will acid arrow <\/i>(5th level), bane, blindness/deafness, blight, command, detect magic, fog cloud, grease, inflict wounds <\/i>(5th level) * 7/day each antilife shell, circle of death, cloudkill, contagion, counterspell, dispel magic, dominate beast, dominate person, earthquake<\/i> * 3/day each geas, harm<\/i> * 1/day each control weather, power word kill, storm of vengeance, wish<\/i> ***Insect Swarms.*** Tsathogga causes 7 (2d6) insect swarms to converge on an area of Tsathogga's choosing that it can see. ***Legendary Resistance (3/day).*** If Tsathogga fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** Tsathogga has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Tsathogga's weapon attacks are magical. ***Quake.*** Tsathogga causes the area around it to violently shake in a radius of 100 feet. Creatures in the area must make a DC 24 Dexterity saving throw or fall prone. Until the beginning of Tsathogga's next turn, the ground continues shaking, and creatures must repeat the saving throw to rise from prone. ***Retract Tongue.*** Tsathogga can pull one creature grappled by its tongue attack 40 feet towards it. ***Seeping Darkness (Costs 2 Actions).*** Magical darkness fills the area surrounding Tsathogga out to a distance of 50 feet. The darkness spreads around corners, douses any nonmagical lights, and any light-producing spell of 6th level or lower is immediately dispelled. The magical darkness remains for 1 hour, or until Tsathogga uses an action to dismiss it. On initiative count 20 (losing initiative ties), Tsathogga takes a lair action to cause one of the following magical effects. Tsathogga 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. Tsathogga regains spent legendary actions at the start of its turn. ***Swamp Mist.*** Tsathogga causes swamp mist to rise. This acts as if Tsathogga had cast the fog cloud spell as a 9th level spell. Tsathogga does not need to maintain concentration on this effect. ***Unholy Aura.*** An unholy aura surrounds Tsathogga out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.","actions":"***Bite.*** Up to three targets of Huge size or smaller within 10 feet of Tsathogga must make a DC 27 Dexterity saving throw. On a successful saving throw, it takes 44 (10d6 + 9) piercing damage, plus 35 (10d6) acid damage, and is grappled. On a failed saving throw, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Tsathogga, and it takes 56 (16d6) acid damage at the start of each of Tsathogga's turns. If Tsathogga takes 50 damage or more on a single turn from a creature inside it, Tsathogga must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space with 10 feet of Tsathogga. If Tsathogga dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement, exiting prone. ***Blasphemous Croak.*** Tsathogga utters a blasphemous croak audible to all creatures within 300 feet of it. Those that can hear it must make a DC 24 Wisdom saving throw. On a failed saving throw, the target takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Claw.*** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 40 (9d6 + 9) slashing damage plus 35 (10d6) acid damage. ***Multiattack.*** Tsathogga uses its Blasphemous Croak ability, then uses its tongue attack. If there is a creature within range, it can then use its bite attack and two claw attacks. ***Summon (1/day).*** Tsathogga summons 2d6 hezrous, 2d4 greruors, 1 nalfeshnee, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Tsathogga, and can't summon other demons. It remains for 1 minute, until it or Tsathogga is slain, or until Tsathogga takes an action to dismiss it. ***Tongue.*** Tsathogga chooses one creature that it can see within 40 feet of it. That target must make a DC 28 Dexterity saving throw. On a failed saving throw, the target takes 37 (8d6 + 9) bludgeoning damage plus 35 (10d6) acid damage and is grappled. Tsathogga can use a bonus action to pull a creature grappled by it up to 40 feet towards it."} {"creature_name":"Tunnel Worm","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"13 (+1)","CON":"21 (+5)","INT":"1 (-5)","WIS":"10 (+0)","CHA":"6 (-2)","creature_size":"huge","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"20 ft., burrow 20 ft.","hit_points":"149 (13d12 + 65)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"prone","abilities":"***Rend Armor.*** When the tunnel worm hits a creature wearing nonmagical armor or carrying a shield with its bite attack, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The tunnel worm can bite only the grappled creature and has advantage on attack rolls to do so."} {"creature_name":"Tusked Skyfish","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"12 (+1)","CON":"17 (+3)","INT":"3 (-4)","WIS":"14 (+2)","CHA":"10 (+0)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful good","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"5 ft., fly 20 ft. (hover)","hit_points":"102 (12d10 + 36)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Tendril Curtain.*** When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw.","actions":"***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. ***Multiattack.*** The tusked skyfish makes one gore attack and one tentacles attack. ***Stench Spray (Recharge 5-6).*** The tusked skyfish sprays foul.smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it."} {"creature_name":"Twig Blight","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"13 (+1)","CON":"12 (+1)","INT":"4 (-3)","WIS":"8 (-1)","CHA":"3 (-4)","creature_size":"small","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":25,"creature_cr":0.125,"languages":"understands common but can't speak","skills":"Stealth +3","speed":"20 ft.","hit_points":"4 (1d6+1)","armor_class":"13 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"blinded, deafened","abilities":"***False Appearance.*** While the blight remains motionless, it is indistinguishable from a dead shrub.","actions":"***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {"creature_name":"Tyrannosaurus Rex","creature_source":"Monster Manual","STR":"25 (+7)","DEX":"10 (0)","CON":"19 (+4)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"","skills":"Perception +4","speed":"50 ft.","hit_points":"136 (13d12+52)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. ***Multiattack.*** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. ***Tail.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage."} {"creature_name":"Tyrannosaurus Zombie","creature_source":"Tomb Of Annihilation","STR":"25 (+7)","DEX":"6 (-2)","CON":"19 (+4)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"5 (-3)","creature_size":"huge","creature_type":"undead","creature_alignment":"unaligned","creature_xp":3900,"creature_cr":8,"languages":"","skills":"","speed":"40 ft.","hit_points":"136 (13d12 +52)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft., passive perception 6","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Disgorge Zombie.*** As a bonus action , the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of l, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait . If the tyrannosaurus zombie still has this trait when it dies, ld4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. ***Undead fortitude.*** If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 +7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can't bite another target or disgorg e zombies. ***Multiattack.*** The tyrannosaurus zombie makes two attacks: one with its bite and one with it s tail. It can't make both attacks against the same target. ***Tail.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 +7) bludgeoning damage."} {"creature_name":"Udaak","creature_source":"Explorers Guide To Wildemount","STR":"26 (+8)","DEX":"14 (+2)","CON":"22 (+6)","INT":"3 (-4)","WIS":"11 (+0)","CHA":"10 (+0)","creature_size":"gargantuan","creature_type":"fiend","creature_alignment":"neutral evil","creature_xp":15000,"creature_cr":16,"languages":"--","skills":"","speed":"50 ft.","hit_points":"165 (10d20 + 60)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 10","saving_throws":"STR +13, CON +11","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"","damage_vulnerabilities":"thunder","condition_immunities":"frightened, grappled, poisoned, restrained","abilities":"***Charge.*** If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone. ***Siege Monster.*** The udaak deals double damage to objects and structures.","actions":"***Bite.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can't bite another target. ***Multiattack.*** The udaak makes three attacks: one with its bite and two with its slam. ***Slam.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. ***Swallow.*** The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak's turns. If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."} {"creature_name":"Ulitharid","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"12 (+1)","CON":"15 (+2)","INT":"21 (+5)","WIS":"19 (+4)","CHA":"21 (+5)","creature_size":"large","creature_type":"aberration","creature_alignment":"lawful evil","creature_xp":5000,"creature_cr":9,"languages":"deep speech, undercommon, telepathy 2 miles","skills":"Arcana +9, Insight +8, Perception +8, Stealth +5","speed":"30 ft.","hit_points":"127 (17d10+34)","armor_class":"15 (breastplate)","senses":"darkvision 120 ft.","saving_throws":"INT +9, WIS +8, CHA +9","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Creature Sense.*** The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ***Innate Spellcasting (Psionics).*** The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components * At will detect thoughts, levitate<\/i> * 1/day each confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift <\/i>(self only), project image, scrying, telekinesis<\/i> ***Magic Resistance.*** The ulitharid has advantage on saving throws against spells and other magical effects. ***Psionic Hub.*** If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).","actions":"***Extract Brain.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. ***Mind Blast (Recharge 5-6).*** The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Tentacles.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends."} {"creature_name":"Ultroloth","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"16 (+3)","CON":"18 (+4)","INT":"18 (+4)","WIS":"15 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":10000,"creature_cr":13,"languages":"abyssal, infernal, telepathy 120 ft.","skills":"Intimidation +9, Perception +7, Stealth +8","speed":"30 ft., fly 60 ft.","hit_points":"153 (18d8+72)","armor_class":"19 (natural armor)","senses":"truesight 120 ft.","saving_throws":"","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Innate Spellcasting.*** The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components * At will alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility <\/i>(self only), suggestion<\/i> * 3/day each dimension door, fear, wall of fire<\/i> * 1/day each fire storm, mass suggestion<\/i> ***Magic Resistance.*** The ultroloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The ultroloth's weapon attacks are magical.","actions":"***Hypnotic Gaze.*** The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. ***Longsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The ultroloth can use its Hypnotic Gaze and makes three melee attacks. ***Teleport.*** The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ***Variant: Summon Yugoloth (1/Day).*** The yugoloth chooses what to summon and attempts a magical summoning. An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it."} {"creature_name":"Umber Hulk","creature_source":"Monster Manual","STR":"20 (+5)","DEX":"13 (+1)","CON":"16 (+3)","INT":"9 (-1)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"umber hulk","skills":"","speed":"30 ft., burrow 20 ft.","hit_points":"93 (11d10+33)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Confusing Gaze.*** When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. ***Tunneler.*** The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. ***Mandibles.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ***Multiattack.*** The umber hulk makes three attacks: two with its claws and one with its mandibles."} {"creature_name":"Umbral Eye Killer","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"16 (+3)","CON":"14 (+2)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +6, Stealth +6","speed":"30 ft.","hit_points":"65 (10d8 + 20)","armor_class":"13","senses":"darkvision 120 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The umbral eye killer's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following without material components. * 3/day darkness<\/i> ***See in Darkness.*** The umbral eye killer can see in magical and nonmagical darkness. ***Sunlight Vulnerability.*** If a source of sunlight is brought within 5 feet of the eye killer, the eye killer becomes frightened for 1 minute. While frightened, the eye killer must end any grapple it is maintaining and use its action to Dash away from the source of sunlight.","actions":"***Death Ray (1/day).*** If the eye killer begins its turn within an area of bright light or dim light, it can immediately douse that source of light if it is created by a spell of 3rd level or lower. When it does so, it absorbs and redirects the light in a 60-foot line that is 5 feet across. Creatures in the area must make a DC 13 Dexterity saving throw. On a failed saving throw, the target drops to 0 hit points and begins dying. On a successful saving throw, the target takes 10 (3d6) radiant damage. ***Tail Slap.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target is grappled (escape DC 13). At the beginning of each of the eye killer's turns, a grappled creature takes 14 (2d10 + 3) bludgeoning damage."} {"creature_name":"Umbral Vampire","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"18 (+4)","CON":"15 (+2)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"19 (+4)","creature_size":"medium","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, umbral, void speech","skills":"Perception +5, Stealth +7","speed":"0 ft., fly 40 ft. (hover)","hit_points":"84 (13d8 + 26)","armor_class":"14","senses":"darkvision 60 ft., passive perception 15","saving_throws":"DEX +7, CHA +7","damage_immunities":"cold, necrotic, poison","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components * At will mirror image, plane shift <\/i>(plane of shadows only) * 1/day each bane <\/i>(when in dim light or darkness only), black tentacles<\/i> ***Shadow Blend.*** When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed. ***Strike from Shadow.*** The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target. ***Sunlight Sensitivity.*** While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","actions":"***Umbral Grasp.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold 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. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later."} {"creature_name":"Undead Ooze","creature_source":"Tome Of Horrors","STR":"12 (+1)","DEX":"1 (-5)","CON":"13 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"huge","creature_type":"ooze (undead)","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"20 ft., climb 20 ft.","hit_points":"67 (9d12 + 9)","armor_class":"5","senses":"blindsight 60 ft., passive perception 11","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","abilities":"***Amorphous.*** The ooze can move through a space as narrow as one inch without squeezing. ***Ooze Mass.*** The ooze takes up most of its space. Other creatures can enter the space, but a creature that does so is subjected to the ooze's engulf and has disadvantage on the saving throw. Creatures inside the ooze can be seen but have total cover. A creature within 5 feet of the ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the skeletons ability was used. ***Undeath.*** An undead ooze doesn't need air, food, drink, or sleep.","actions":"***Engulf.*** The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space, and the creature takes 18 (4d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) necrotic damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. ***Pseudopod.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (3d8 + 1) bludgeoning damage and 9 (2d8) necrotic damage. ***Skeletons.*** An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze's form holds up to 10 skeletons of Medium size. These skeletons are included in the determination of the undead ooze's CR and experience points. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them."} {"creature_name":"Undead Swordsman","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"13 (+1)","CON":"13 (+1)","INT":"9 (-1)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"understands the languages it knew in its life but can't speak","skills":"Perception +4","speed":"30 ft.","hit_points":"27 (5d8 + 5)","armor_class":"16 (chainmail)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"cold, necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralysis, poison","actions":"***Greatsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."} {"creature_name":"Unicorn","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"11 (0)","WIS":"17 (+3)","CHA":"16 (+3)","creature_size":"large","creature_type":"celestial","creature_alignment":"lawful good","creature_xp":1800,"creature_cr":5,"languages":"celestial, elvish, sylvan, telepathy 60 ft.","skills":"","speed":"50 ft.","hit_points":"67 (9d10+18)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, paralyzed, poisoned","abilities":"***Charge.*** If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ***Heal Self (Costs 3 Actions).*** The unicorn magically regains 11 (2d8 + 2) hit points. ***Hooves.*** The unicorn makes one attack with its hooves. ***Innate Spellcasting.*** The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components * At will detect evil and good, druidcraft, pass without trace<\/i> * 1/day each calm emotions, dispel evil and good, entangle<\/i> ***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The unicorn's weapon attacks are magical. ***Shimmering Shield (Costs 2 Actions).*** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. The unicorn 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 unicorn regains spent legendary actions at the start of its turn.","actions":"***Healing Touch (3/Day).*** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. ***Hooves.*** Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ***Horn.*** Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. ***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn. ***Teleport (1/Day).*** The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."} {"creature_name":"Uraeus","creature_source":"Tome Of Beasts","STR":"6 (-2)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (+0)","WIS":"14 (+2)","CHA":"9 (-1)","creature_size":"tiny","creature_type":"celestial","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"understands celestial and common but can't speak","skills":"Perception +4","speed":"30 ft., fly 60 ft.","hit_points":"40 (9d4 + 18)","armor_class":"14 (natural armor)","senses":"blindsight 10 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire; bludgeoning, piercing, and slashing damage from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Bonded Savior.*** When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage. ***Flyby.*** The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach. ***Ward Bond.*** The uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. ***Searing Breath (Recharge 5-6).*** The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."} {"creature_name":"Urgala Meltimer","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (turami human)","creature_alignment":"lawful good","creature_xp":10,"creature_cr":0,"languages":"common, giant","skills":"Athletics +5, Intimidation +3","speed":"30 ft.","hit_points":"58 (9d8 + 18)","armor_class":"12 (leather)","senses":"passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"**Giant Slayer.** Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit. A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbours' homes destroyed. She has no tolerance for monsters or bullies. **Ideal ** We live in a violent world, and sometimes violence is necessary for survival. **Bond ** My home is my life. Threaten it, and I'll hurt you. **Flaw ** I know how treacherous and greedy adventurers can be. I don't trust them - any of them.","actions":"**Multiattack.** Urgala makes two attacks with her morningstar or her shortbow. **Morningstar.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. **Shortbow.** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows"} {"creature_name":"Urochar (Strangling Watcher)","creature_source":"Tome Of Beasts","STR":"24 (+7)","DEX":"15 (+2)","CON":"24 (+7)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"20 (+5)","creature_size":"huge","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":18000,"creature_cr":17,"languages":"understands darakhul and void speech","skills":"Perception +8, Stealth +8","speed":"40 ft., climb 20 ft.","hit_points":"256 (19d12 + 133)","armor_class":"19 (natural armor)","senses":"truesight 120 ft., passive perception 19","saving_throws":"DEX +8, CON +13, WIS +9, CHA +11","damage_immunities":"thunder","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Crush Attack.*** The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage. ***Death Throes.*** 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. ***Innate Spellcasting.*** The watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components At will feather fall 3/day each blur, meld into stone, phantasmal killer 1/day each black tentacles, eyebite, greater invisibility ***Spider Climb.*** The watcher can climb any surface, including upside down on ceilings, without making an ability check. ***Squeeze.*** 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. ***Tentacle Attack.*** The watcher makes one tentacle attack. ***Tentacle Leap (Costs 2 Actions).*** 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. ***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.","actions":"***Multiattack.*** The watcher makes four attacks with its tentacles. ***Paralyzing Gaze (Recharge 5-6).*** 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. ***Tentacle.*** 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."} {"creature_name":"Ushabti","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"17 (+3)","CON":"20 (+5)","INT":"11 (+0)","WIS":"19 (+4)","CHA":"9 (-1)","creature_size":"large","creature_type":"construct","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"ancient language of dm's choice","skills":"Arcana +4, History +4, Perception +8","speed":"30 ft.","hit_points":"105 (10d10 + 50)","armor_class":"18 (natural armor)","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +7, CHA +3","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Dynastic Aura.*** A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours. ***Healing Leech.*** If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half. ***Immutable Form.*** The ushabti is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The ushabti has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The ushabti's weapon attacks are magical.","actions":"***Khopesh.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Medjai's Scepter.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage. ***Multiattack.*** The ushabti makes one attack with Medjai's scepter and one with its khopesh."} {"creature_name":"Uthgardt Shaman","creature_source":"Storm Kings Thunder","STR":"14 (+2)","DEX":"12 (+1)","CON":"13 (+1)","INT":"10 (0)","WIS":"15 (+2)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (human)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"bothii, common","skills":"Medicine +4, Nature +4, Perception +4, Survival +6","speed":"30 ft.","hit_points":"38 (7d8+7)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). * At Will dancing lights, message, mage hand, thaumaturgy<\/i> * 1/day augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians<\/i>","actions":"***Shortbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands."} {"creature_name":"Vaettir","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"14 (+2)","CON":"16 (+3)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":1100,"creature_cr":4,"languages":"the languages it knew in life","skills":"","speed":"30 ft.","hit_points":"120 (16d8 + 48)","armor_class":"15 (chain shirt)","senses":"truesight 30 ft., darkvision 60 ft., passive perception 11","saving_throws":"DEX +4, CON +5, WIS +3, CHA +4","damage_immunities":"necrotic, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, poisoned","abilities":"***Covetous Bond.*** Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane. ***Deathless.*** The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet. ***Innate Spellcasting.*** The vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components 2/day each gaseous form, hunter's mark 1/day each enlarge/reduce, phantom steed 1/week each bestow curse, geas, remove curse ***Sunlight Sensitivity.*** Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks.","actions":"***Corpse Breath (Recharge 5-6).*** The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds. ***Greataxe.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Maddening Gaze (1/Day).*** The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours. ***Multiattack.*** The vaettir makes two greataxe attacks or two longbow attacks."} {"creature_name":"Valkyrie","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"18 (+4)","CON":"16 (+3)","INT":"12 (+1)","WIS":"19 (+4)","CHA":"18 (+4)","creature_size":"medium","creature_type":"celestial","creature_alignment":"neutral","creature_xp":7200,"creature_cr":11,"languages":"common, dwarvish, giant, and see gift of tongues","skills":"Perception +8","speed":"30 ft., fly 30 ft.","hit_points":"112 (15d8 + 45)","armor_class":"16 (chain mail) or 18 (chain mail with shield)","senses":"truesight 60 ft., passive perception 18","saving_throws":"STR +12, DEX +12, CON +11, INT +5, WIS +8, CHA +12","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_resistances":"acid, cold, fire, lightning, thunder","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***A valkyrie 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. A valkyrie regains spent legendary actions at the start of her turn. ***Asgardian Weapons.*** The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below). ***Cast a Cantrip.*** The valkyrie casts one spell from her at-will list. ***Cloak of Doom.*** Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will. ***Gift of Tongues.*** Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever. ***Harvest the Fallen (Costs 2 Actions).*** A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example). ***Innate Spellcasting.*** The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components At will bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy 5/day each gentle repose, healing word, warding bond 3/day each beacon of hope, mass healing word, revivify 1/day each commune, death ward, freedom of movement, geas ***Spear or Longsword Attack.*** The valkyrie makes one longsword or spear attack.","actions":"***Longsword.*** 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 11 (2d10) radiant damage. ***Spear.*** Melee or Ranged Weapon Attack: +8 to hit, reach 10 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 11 (2d10) radiant damage."} {"creature_name":"Vampire","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead (shapechanger)","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"the languages it knew in life","skills":"Perception +7, Stealth +9","speed":"30 ft.","hit_points":"144 (17d8+68)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +9, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Bite (Costs 2 Actions).*** The vampire makes one bite attack. The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. ***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead. ***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. ***Move.*** The vampire moves up to its speed without provoking opportunity attacks. ***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ***Shapechanger.*** If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. ***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Unarmed Strike.*** The vampire makes one unarmed strike. ***Vampire Weaknesses.*** The vampire has the following flaws Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Bite (Bat or Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. ***Charm.*** The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ***Children of the Night (1/Day).*** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack. ***Unarmed Strike (Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18)."} {"creature_name":"Vampire Spawn","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"16 (+3)","CON":"16 (+3)","INT":"11 (0)","WIS":"10 (0)","CHA":"12 (+1)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"Perception +3, Stealth +6","speed":"30 ft.","hit_points":"82 (11d8+33)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"DEX +6, WIS +3","damage_immunities":"","damage_resistances":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Regeneration.*** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Vampire Weaknesses.*** The vampire has the following flaws Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). ***Multiattack.*** The vampire makes two attacks, only one of which can be a bite attack."} {"creature_name":"Vampire Spellcaster","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead (shapechanger)","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"the languages it knew in life","skills":"Perception +7, Stealth +9","speed":"30 ft.","hit_points":"144 (17d8+68)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +9, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead. ***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. ***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ***Shapechanger.*** If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. ***Spellcasting.*** The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared * Cantrips (at will) mage hand, prestidigitation, ray of frost<\/i> * 1st level (4 slots) comprehend languages, fog cloud, sleep<\/i> * 2nd level (3 slots) detect thoughts, gust of wind, mirror image<\/i> * 3rd level (3 slots) animate dead, bestow curse, nondetection<\/i> * 4th level (3 slots) blight, greater invisibility<\/i> * 5th level (1 slot) dominate person<\/i> ***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Vampire Weaknesses.*** The vampire has the following flaws Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Bite (Bat or Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. ***Charm.*** The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ***Children of the Night (1/Day).*** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack. ***Unarmed Strike (Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18)."} {"creature_name":"Vampire Warlock - Variant","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":10000,"creature_cr":13,"languages":"the languages it knew in life","skills":"Perception +7, Stealth +9","speed":"30 ft.","hit_points":"144","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 17","saving_throws":"DEX +9, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Call the Blood (Costs 2 Actions)..*** The vampire warlock uses call the blood. ***Innate Spellcasting.*** The vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components. At will darkness, dominate person, invisibility, misty step 1/day each arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster ***Misty Step.*** The vampire warlock uses misty step. ***Unarmed Strike.*** The vampire warlock makes one unarmed strike.","actions":"***Blood Puppet.*** The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect. ***Bloody Arms.*** The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage. ***Call the Blood.*** The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0. ***Children of Hell (1/Day).*** The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action."} {"creature_name":"Vampire Warrior","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"18 (+4)","CON":"18 (+4)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead (shapechanger)","creature_alignment":"lawful evil","creature_xp":13000,"creature_cr":15,"languages":"the languages it knew in life","skills":"Perception +7, Stealth +9","speed":"30 ft.","hit_points":"144 (17d8+68)","armor_class":"18 (plate)","senses":"darkvision 120 ft.","saving_throws":"DEX +9, WIS +7, CHA +9","damage_immunities":"","damage_resistances":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead. ***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. ***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ***Shapechanger.*** If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. ***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Vampire Weaknesses.*** The vampire has the following flaws Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","actions":"***Bite (Bat or Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. ***Charm.*** The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ***Children of the Night (1/Day).*** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ***Greatsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack. ***Unarmed Strike (Vampire Form Only).*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18)."} {"creature_name":"Vampiric Ixitxachitl","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"18 (+4)","CON":"13 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, ixitxachitl","skills":"","speed":"0 ft., swim 30 ft.","hit_points":"44 (8d8+8)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barbed Tail.*** When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","actions":"***Vampiric Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."} {"creature_name":"Vampiric Ixitxachitl Cleric","creature_source":"Out Of The Abyss","STR":"14 (+2)","DEX":"18 (+4)","CON":"13 (+1)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, ixitxachitl","skills":"","speed":"0 ft., swim 30 ft.","hit_points":"44 (8d8+8)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Barbed Tail.*** When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Spellcasting.*** The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared * Cantrips (at will) guidance, thaumaturgy<\/i> * 1st level (4 slots) charm person, create or destroy water<\/i> * 2nd level (3 slots) hold person, silence<\/i> * 3rd level (2 slots) dispel magic, tongues<\/i>","actions":"***Vampiric Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."} {"creature_name":"Vampiric Mist","creature_source":"Tales From The Yawning Portal","STR":"6 (-2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"6 (-2)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"","skills":"","speed":"0 ft., fly 30 ft. (hover)","hit_points":"45 (6d8+18)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"WIS +3","damage_immunities":"poison","damage_resistances":"acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Blood Sense.*** The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet . ***Forbiddance.*** The vampiric mist can 't enter a residence without an invitation from one of the occupants. ***Misty Form.*** The vampiric mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires hands; it can apply simple force only. ***Source.*** tales from the yawning portal, page 247 ***Sunlight Hypersensitivity.*** The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. ***Undead Nature.*** A vampiric mist doesn't require air or sleep.","actions":"***Blood Drain.*** One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount. >This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Vanifer","creature_source":"Elemental Evil","STR":"11 (0)","DEX":"16 (+3)","CON":"17 (+3)","INT":"12 (+1)","WIS":"13 (+1)","CHA":"19 (+4)","creature_size":"medium","creature_type":"humanoid (tiefling)","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, ignan, infernal","skills":"Arcana +5, Deception +8, Performance +8","speed":"30 ft.","hit_points":"112 (15d8+45)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Funeral Pyre.*** When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. ***Legendary Resistance (2/Day).*** If Vanifer fails a saving throw, she can choose to succeed instead. ***Spellcasting.*** Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells * Cantrips (at will) chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy<\/i> * 1st level (4 slots) burning hands, chromatic orb, hellish rebuke, shield<\/i> * 2nd level (3 slots) darkness, detect thoughts, misty step, scorching ray<\/i> * 3rd level (3 slots) counterspell, fireball, hypnotic pattern<\/i> * 4th level (3 slots) wall of fire<\/i> * 5th level (2 slots) dominate person<\/i>","actions":"***Multiattack.*** Vanifer makes two attacks. ***Tinderstrike.*** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage."} {"creature_name":"Vapor Lynx","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"18 (+4)","CON":"16 (+3)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":1800,"creature_cr":5,"languages":"common, sylvan","skills":"Perception +4, Stealth +7","speed":"50 ft., climb 30 ft.","hit_points":"127 (15d10 + 45)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components 3/day gaseous form ***Smoky Constitution.*** The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Multiattack.*** The vapor lynx makes one bite attack and two claw attacks. ***Poison Breath (Recharge 5-6).*** The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds."} {"creature_name":"Vargouille","creature_source":"Volos Guide","STR":"6 (-2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"4 (-3)","WIS":"7 (-2)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"fiend","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"understands abyssal, infernal, and any languages it knew before becoming a vargouille but can't speak","skills":"","speed":"5 ft., fly 40 ft.","hit_points":"13 (3d4+6)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage. ***Kiss .*** The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. ***Stunning Shriek.*** The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour."} {"creature_name":"Vegepygmy","creature_source":"Volos Guide","STR":"7 (-2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"6 (-2)","WIS":"11 (0)","CHA":"7 (-2)","creature_size":"small","creature_type":"plant","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"vegepygmy","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"9 (2d6+2)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning, piercing","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Plant Camouflage .*** The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ***Regeneration.*** The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Claws .*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage."} {"creature_name":"Vegepygmy Chief","creature_source":"Volos Guide","STR":"14 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"9 (-1)","creature_size":"small","creature_type":"plant","creature_alignment":"neutral","creature_xp":450,"creature_cr":2,"languages":"vegepygmy","skills":"Perception +3, Stealth +4","speed":"30 ft.","hit_points":"33 (6d6+12)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"lightning, piercing","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ***Multiattack.*** The vegepygmy makes two attacks with its claws or two melee attacks with its spear. ***Spear.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (id8+2) piercing damage if used with two hands to make a melee attack. ***Spores (1/Day).*** A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Velociraptor","creature_source":"Volos Guide","STR":"6 (-2)","DEX":"14 (+2)","CON":"13 (+1)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +3","speed":"30 ft.","hit_points":"10 (3d4+3)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. ***Multiattack.*** The velociraptor makes two attacks: one with its bite and one with its claws."} {"creature_name":"Venom Troll","creature_source":"Mordenkainens Tome Of Foes","STR":"18 (+4)","DEX":"13 (+1)","CON":"20 (+5)","INT":"7 (-1)","WIS":"9 (0)","CHA":"7 (-1)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"giant","skills":"Perception +2","speed":"30 ft.","hit_points":"94 (9d10 + 45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell. ***Poison Splash.*** When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. ***Regeneration.*** The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. ***Claws*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. ***Multiattack*** The troll makes three attacks: one with its bite and two with its claws. ***Venom Spray (Recharge 6)*** The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Venomous Mummy","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"8 (-1)","CON":"15 (+2)","INT":"7 (-2)","WIS":"10 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"","speed":"20 ft.","hit_points":"58 (9d8 + 18)","armor_class":"11 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"WIS +2","damage_immunities":"necrotic, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","abilities":"***Selket's Venom.*** The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse<\/i> spell or comparable magic. ***Toxic Smoke.*** The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failure, or half damage on a success.","actions":"***Venomous Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above)."} {"creature_name":"Vesiculosa","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"10 (+0)","CON":"19 (+4)","INT":"2 (-4)","WIS":"14 (+2)","CHA":"2 (-4)","creature_size":"gargantuan","creature_type":"plant","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"Perception +6","speed":"0 ft., burrow 5 ft.","hit_points":"203 (14d20 + 56)","armor_class":"15 (natural armor)","senses":"tremorsense 60 ft., passive perception 16","saving_throws":"","damage_immunities":"","damage_resistances":"fire, bludgeoning, piercing","damage_vulnerabilities":"","condition_immunities":"charmed, blinded, deafened, frightened, prone","abilities":"***False Appearance.*** While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water. ***Rich Sapphire Heartvine.*** A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging. ***Rootlet Swarms.*** The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours. ***Sweet Water.*** The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake. ***Verdant.*** The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed.","actions":"***Engulf.*** The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body. ***Entrap.*** The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target. ***Multiattack.*** The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed. ***Reel.*** Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body."} {"creature_name":"Veteran","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":700,"creature_cr":3,"languages":"any one language (usually common)","skills":"Athletics +5, Perception +2","speed":"30 ft.","hit_points":"58 (9d8+18)","armor_class":"17 (splint)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Heavy Crossbow.*** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. ***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. ***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Vila","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"13 (+1)","INT":"11 (+0)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"fey","creature_alignment":"lawful neutral","creature_xp":1800,"creature_cr":5,"languages":"common, sylvan, telepathy 60 ft. (beasts only)","skills":"Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8","speed":"30 ft.","hit_points":"77 (14d8 + 14)","armor_class":"15","senses":"darkvision 60 ft., passive perception 18","saving_throws":"DEX +8, CON +4, WIS +5, CHA +6","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dance of the Luckless (1/Day).*** Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non.vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken. ***Forest Meld.*** A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell. ***Forest Quickness.*** While in forest surroundings, a vila receives a +4 bonus on initiative checks. ***Innate Spellcasting.*** The vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components 3/day sleep 1/week control weather","actions":"***+1 Shortbow.*** Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage. ***+1 Shortsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. ***Fascinate (1/Day).*** When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours. ***Forest Song (1/Day).*** The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action. ***Multiattack.*** A vila makes two shortsword attacks or two shortbow attacks."} {"creature_name":"Vile Barber","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"18 (+4)","CON":"10 (+0)","INT":"10 (+0)","WIS":"8 (-1)","CHA":"10 (+0)","creature_size":"small","creature_type":"fey","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"common, goblin, sylvan, umbral","skills":"Athletics +3, Stealth +6","speed":"30 ft.","hit_points":"28 (8d6)","armor_class":"15 (leather armor)","senses":"60 ft., passive perception 9","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron","damage_vulnerabilities":"","condition_immunities":"frightened","abilities":"***Close-in Slasher.*** The vile barber has advantage on attack rolls against any creature in the same space with it. ***Inhumanly Quick.*** The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn. ***Invasive.*** The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty. ***Nimble Escape.*** The vile barber takes the Disengage or Hide action. ***Pilfer.*** The vile barber takes the Use an Object action or makes a Dexterity (Sleight of Hand) check. ***Shadow Step.*** The vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.","actions":"***Multiattack.*** The vile barber makes two attacks with its straight razor. ***Straight Razor.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. ***Unclean Cut.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds."} {"creature_name":"Vine Blight","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"8 (-1)","CON":"14 (+2)","INT":"5 (-3)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"plant","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"common","skills":"Stealth +1","speed":"10 ft.","hit_points":"26 (4d8+8)","armor_class":"12 (natural armor)","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened","abilities":"***False Appearance.*** While the blight remains motionless, it is indistinguishable from a tangle of vines.","actions":"***Constrict.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. ***Entangling Plants (Recharge 5-6).*** Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success."} {"creature_name":"Vine Lord","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"20 (+5)","CON":"16 (+3)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":2900,"creature_cr":7,"languages":"common","skills":"","speed":"30 ft.","hit_points":"105 (14d8 + 42)","armor_class":"16 (natural armor)","senses":"blindsight 30 ft. (blind beyond this radius), passive perception 13","saving_throws":"CON +6, WIS +6, CHA +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"blinded, deafened","abilities":"***Green Strider.*** The vine lord ignores movement restrictions and damage caused by natural undergrowth. ***Magic Resistance.*** The vine lord has advantage on saving throws against spells and other magical effects. ***Regeneration.*** The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle. ***Root Mind.*** Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised.","actions":"***Awaken the Green (1/Day).*** The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. ***Multiattack.*** The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn. ***Spore Sacs (1/week).*** The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet. ***Tendril.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage."} {"creature_name":"Vine Lord's Tendril Puppet","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"12 (+1)","CON":"18 (+4)","INT":"6 (-2)","WIS":"6 (-2)","CHA":"8 (-1)","creature_size":"medium","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":450,"creature_cr":2,"languages":"--","skills":"","speed":"30 ft.","hit_points":"34 (4d8 + 16)","armor_class":"13 (studded leather armor)","senses":"blindsight 30 ft. (blind beyond this radius), passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"blinded, deafened","abilities":"***Green Strider.*** The tendril puppet ignores movement restrictions and damage caused by natural undergrowth. ***Magic Resistance.*** The tendril puppet has advantage on saving throws against spells and other magical effects. ***Poor Vision.*** Tendril puppets see almost nothing beyond 30 feet away. ***Regeneration.*** The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain. ***Root Mind.*** Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised.","actions":"***Assegai.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. ***Hurl Thorns.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw."} {"creature_name":"Vine Troll Skeleton","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"12 (+1)","CON":"16 (+3)","INT":"6 (-2)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"plant","creature_alignment":"unaligned","creature_xp":5000,"creature_cr":9,"languages":"--","skills":"","speed":"30 ft.","hit_points":"119 (14d10 + 42)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 12","saving_throws":"CON +12","damage_immunities":"poison","damage_resistances":"bludgeoning,","damage_vulnerabilities":"","condition_immunities":"deafened, exhaustion, poisoned","abilities":"***Regeneration.*** The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. ***Multiattack.*** The skeleton makes one bite attack and two claw attacks."} {"creature_name":"Violet Fungus","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"1 (-5)","CON":"10 (0)","INT":"1 (-5)","WIS":"3 (-4)","CHA":"1 (-5)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"5 ft.","hit_points":"18 (4d8)","armor_class":"5","senses":"blindsight 30 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafened, frightened","abilities":"***False Appearance.*** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.","actions":"***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks. ***Rotting Touch.*** Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage."} {"creature_name":"Vladimir Horngaard","creature_source":"Curse Of Strahd","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"16 (+3)","CHA":"18 (+4)","creature_size":"medium","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":2900,"creature_cr":7,"languages":"common, draconic","skills":"","speed":"30 ft.","hit_points":"192 (16d8+64)","armor_class":"17 (half plate)","senses":"darkvision 60 ft.","saving_throws":"STR +7, CON +7, WIS +6, CHA +7","damage_immunities":"poison","damage_resistances":"necrotic, psychic","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","abilities":"***Regeneration.*** Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. ***Rejuvenation.*** When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. ***Turn Immunity.*** Vladimir is immune to effects that turn undead. ***Vengeful Tracker.*** Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.","actions":"***Fist.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller. ***Greatsword +2.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon. ***Multiattack.*** Vladimir makes two fist attacks or two attacks with his +2 Greatsword. ***Vengeful Glare.*** Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success."} {"creature_name":"Void Dragon Wyrmling","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"10 (+0)","CON":"17 (+3)","INT":"12 (+1)","WIS":"9 (-1)","CHA":"17 (+3)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":450,"creature_cr":2,"languages":"common, draconic, void speech","skills":"Perception +3, Stealth +2","speed":"30 ft., fly 60 ft. (hover)","hit_points":"45 (6d8 + 18)","armor_class":"17 (natural armor)","senses":", passive perception 13","saving_throws":"DEX +4, CON +5, WIS +1, CHA +5","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Chill of the Void.*** Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. ***Void Dweller.*** As an ancient void dragon. ***Void Twist.*** When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 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.","actions":"* ***Gravitic Breath.*** The dragon exhales a 15-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, must make a DC 13 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. * ***Stellar Flare Breath.*** The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:"} {"creature_name":"Voidling","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"22 (+6)","CON":"10 (+0)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"10 (+0)","creature_size":"large","creature_type":"aberration","creature_alignment":"chaotic evil","creature_xp":7200,"creature_cr":11,"languages":"telepathy 60 ft.","skills":"Stealth +10","speed":"0 ft., fly 50 ft. (hover)","hit_points":"110 (20d10)","armor_class":"16","senses":"truesight 60 ft., passive perception 13","saving_throws":"CON +4, INT +6, WIS +7, CHA +4","damage_immunities":"necrotic","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"exhaustion, petrified, prone","abilities":"***Fed by Darkness.*** A voidling in magical darkness at the start of its turn heals 5 hit points. ***Innate Spellcasting.*** The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components At will darkness, detect magic, fear 3/day each eldritch blast (3 beams), black tentacles 1/day each phantasmal force, reverse gravity ***Magic Resistance.*** The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage. ***Natural Invisibility.*** A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.","actions":"***Multiattack.*** The voidling makes 4 tendril attacks. ***Necrotic Burst (Recharge 5-6).*** The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw. ***Tendril.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage."} {"creature_name":"Volcano Giant","creature_source":"Tome Of Horrors","STR":"29 (+9)","DEX":"15 (+2)","CON":"22 (+6)","INT":"16 (+3)","WIS":"18 (+4)","CHA":"18 (+4)","creature_size":"huge","creature_type":"giant","creature_alignment":"chaotic neutral","creature_xp":10000,"creature_cr":13,"languages":"giant, ignan","skills":"Acrobatics +7, Intimidation +9, Nature +8, Perception +9","speed":"40 ft.","hit_points":"187 (15d12 + 90)","armor_class":"19 (natural armor)","senses":"passive perception 19","saving_throws":"CON +11","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"cold","condition_immunities":"","abilities":"***Heated Body.*** The volcano giant's attacks deal an additional 7 (2d6) fire damage (included in the attacks below).","actions":"***Multiattack.*** The volcano giant makes one one-handed spear attack and one slam attack, or two slam attacks. ***Rock.*** Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 7 (2d6) fire damage. ***Slam.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) fire damage. ***Spear.*** Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 23 (4d6 + 9) piercing damage plus 7 (2d6) fire damage, or 27 (4d8 + 9) piercing damage plus 7 (2d6) fire damage if used with two hands to make a melee attack. ***Sulfuric Breath (Recharge 5-6).*** A volcano giant can exhale a cloud of warm and sulfuric gas in a 30-foot cone. All creatures in the area must succeed on a DC 19 Constitution saving throw or take 35 (10d6) acid damage and be poisoned for 1 minute."} {"creature_name":"Vrock","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"18 (+4)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"40 ft., fly 60 ft.","hit_points":"104 (11d10+44)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +5, WIS +4, CHA +2","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The vrock has advantage on saving throws against spells and other magical effects.","actions":"***Beak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons. ***Spores (Recharge 6).*** A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. ***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn . ***Talons.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A 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."} {"creature_name":"Vrock Zombie","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"15 (+2)","CON":"18 (+4)","INT":"8 (-1)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"fiend (undead)","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"understands abyssal but can't speak","skills":"","speed":"40 ft., fly 60 ft.","hit_points":"104 (11d10 + 44)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"DEX +5, WIS +4, CHA +2","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Magic Resistance.*** The vrock has advantage on saving throws against spells and other magical effects. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it makes a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Beak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons. ***Spores (Recharge 6).*** A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. ***Stunning Screech (1/day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. ***Talons.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage."} {"creature_name":"Vulgar Mouse Dragon","creature_source":"Tome Of Horrors","STR":"4 (-3)","DEX":"13 (+1)","CON":"10 (+0)","INT":"8 (-1)","WIS":"11 (+0)","CHA":"12 (+1)","creature_size":"tiny","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":100,"creature_cr":0.5,"languages":"understands common and draconic, but can't speak","skills":"Perception +4, Stealth +5","speed":"20 ft. climb 20 ft., burrow 10 ft.","hit_points":"15 (6d4)","armor_class":"13 (natural armor)","senses":"darkvision 30 ft., passive perception 14","saving_throws":"DEX +3, CON +2, WIS +2, CHA +3","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Treasure Sense.*** The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ***Underfoot.*** The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ***Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ***Multiattack.*** The vulgar mouse dragon makes one bite attack and one claw attack."} {"creature_name":"Vulture","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"10 (0)","CON":"13 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"4 (-3)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3","speed":"10 ft., fly 50 ft.","hit_points":"5 (1d8+1)","armor_class":"10","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. ***Pack Tactics.*** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Beak.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage."} {"creature_name":"Wampus Cat","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"18 (+4)","CON":"15 (+2)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"common","skills":"Deception +5, Persuasion +5","speed":"40 ft., climb 20 ft., swim 20 ft.","hit_points":"58 (9d8 + 18)","armor_class":"14","senses":"darkvision 60 ft., passive perception 12","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Focused Animosity.*** The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol. ***Innate Spellcasting.*** The wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components * At will disguise self <\/i>(appearance of a female human), mage hand<\/i> * 2/day hex<\/i> ***Magic Resistance.*** The wampus cat has advantage on saving throws against spells and other magical effects.","actions":"***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Yowl (Recharge 5-6).*** Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."} {"creature_name":"War Priest","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"10 (0)","CON":"14 (+2)","INT":"11 (0)","WIS":"17 (+3)","CHA":"13 (+1)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":5000,"creature_cr":9,"languages":"any two languages","skills":"Intimidation +5, Religion +4","speed":"30 ft.","hit_points":"117 (18d8+36)","armor_class":"18 (plate)","senses":"","saving_throws":"CON +6, WIS +7","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Guided Strike (Recharges after a Short or Long Rest).*** The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses. ***Spellcasting.*** The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) light, mending, sacred flame, spare the dying<\/i> * 1st level (4 slots) divine favor, guiding bolt, healing word, shield of faith<\/i> * 2nd level (3 slots) lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon<\/i> * 3rd level (3 slots) beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall<\/i> * 4th level (3 slots) banishment, freedom of movement, guardian of faith, stoneskin<\/i> * 5th level (1 slot) flame strike, mass cure wounds, hold monster<\/i>","actions":"***Maul.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage. ***Multiattack.*** The priest makes two melee attacks."} {"creature_name":"Warhorse","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"12 (+1)","CON":"13 (+1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"60 ft.","hit_points":"19 (3d10+3)","armor_class":"11","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Trampling Charge.*** If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Warhorse Skeleton","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"12 (+1)","CON":"15 (+2)","INT":"2 (-4)","WIS":"8 (-1)","CHA":"5 (-3)","creature_size":"large","creature_type":"undead","creature_alignment":"lawful evil","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"","speed":"60 ft.","hit_points":"22 (3d10+6)","armor_class":"13 (barding scraps)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"bludgeoning","condition_immunities":"exhaustion, poisoned","actions":"***Hooves.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {"creature_name":"Warlock of the Archfey","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"13 (+1)","CON":"11 (0)","INT":"11 (0)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":1100,"creature_cr":4,"languages":"any two languages (usually sylvan)","skills":"Arcana +2, Deception +6, Nature +2, Persuasion +6","speed":"30 ft.","hit_points":"49 (11d8)","armor_class":"11 (14 with mage armor)","senses":"","saving_throws":"WIS +3, CHA +6","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components * At will disguise self, mage armor <\/i>(self only), silent image, speak with animals<\/i> * 1/day conjure fey<\/i> ***Misty Escape (Recharges after a Short or Long Rest).*** In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. ***Spellcasting.*** The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery<\/i> * 1st-5th level (3 5th-level slots) blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep<\/i>","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage."} {"creature_name":"Warlock of the Fiend","creature_source":"Volos Guide","STR":"10 (0)","DEX":"14 (+2)","CON":"15 (+2)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":2900,"creature_cr":7,"languages":"any two languages (usually abyssal or infernal)","skills":"Arcana +4, Deception +7, Persuasion +7, Religion +4","speed":"30 ft.","hit_points":"78 (12d8+24)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +4, CHA +7","damage_immunities":"","damage_resistances":"slashing damage from nonmagical attacks not made with silvered weapons","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Dark One's Own Luck (Recharges after a Short or Long Rest).*** When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. ***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components * At will alter self, false life, levitate <\/i>(self only), mage armor <\/i>(self only), silent image<\/i> * 1/day each feeblemind, finger of death, plane shift<\/i> ***Spellcasting.*** The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp<\/i> * 1st-5th level (4 5th-level slots) banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire<\/i>","actions":"***Mace.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage."} {"creature_name":"Warlock of the Great Old One","creature_source":"Volos Guide","STR":"9 (-1)","DEX":"14 (+2)","CON":"15 (+2)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":2300,"creature_cr":6,"languages":"any two languages, telepathy 30 ft.","skills":"Arcana +4, History +4","speed":"30 ft.","hit_points":"91 (14d8+28)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"WIS +4, CHA +7","damage_immunities":"","damage_resistances":"psychic","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components * At will detect magic, jump, levitate, mage armor <\/i>(self only), speak with dead<\/i> * 1/day each arcane gate, true seeing<\/i> ***Spellcasting.*** The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells * Cantrips (at will) chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp<\/i> * 1st-5th level (3 5th-level slots) armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch<\/i> ***Whispering Aura.*** At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage."} {"creature_name":"Warlord","creature_source":"Volos Guide","STR":"20 (+5)","DEX":"16 (+3)","CON":"18 (+4)","INT":"12 (+1)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"medium","creature_type":"humanoid (any race)","creature_alignment":"any alignment","creature_xp":8400,"creature_cr":12,"languages":"any two languages","skills":"Athletics +9, Intimidation +8, Perception +5, Persuasion +8","speed":"30 ft.","hit_points":"229 (27d8+108)","armor_class":"18 (plate)","senses":"","saving_throws":"STR +9, DEX +7, CON +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Command Ally.*** The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. ***Frighten Foe (Costs 2 Actions).*** The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn. ***Indomitable (3/Day).*** The warlord can reroll a saving throw it fails. It must use the new roll. The warlord 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 warlord regains spent legendary actions at the start of its turn. ***Survivor.*** The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. ***Weapon Attack.*** The warlord makes a weapon attack.","actions":"***Greatsword.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. ***Multiattack.*** The warlord makes two weapon attacks. ***Shortbow.*** Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage."} {"creature_name":"Wastrilith","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"18 (+4)","CON":"21 (+5)","INT":"19 (+4)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"abyssal, telepathy 120 ft.","skills":"","speed":"30 ft., swim 80 ft.","hit_points":"157 (15d10 + 75)","armor_class":"18 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"STR +9, CON +10","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The wastrilith can breathe air and water. ***Corrupt Water.*** At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. ***Magic Resistance.*** The wastrilith has advantage on saving throws against spells and other magical effects. ***Undertow.*** As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.","actions":"***Bite*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. ***Claws*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. ***Grasping Spout*** The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled. ***Multiattack*** The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws."} {"creature_name":"Water Elemental","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"14 (+2)","CON":"18 (+4)","INT":"5 (-3)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"aquan","skills":"","speed":"30 ft., swim 90 ft.","hit_points":"114 (12d10+48)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","abilities":"***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. ***Water Form.*** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","actions":"***Multiattack.*** The elemental makes two slam attacks. ***Slam.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. ***Whelm (Recharge 4-6).*** Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."} {"creature_name":"Water Elemental Myrmidon","creature_source":"Elemental Evil","STR":"18 (+4)","DEX":"14 (+2)","CON":"15 (+2)","INT":"8 (-1)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":2900,"creature_cr":7,"languages":"aquan, one language of its creator's choice","skills":"","speed":"40 ft., swim 40 ft.","hit_points":"127 (17d8+51)","armor_class":"18 (plate)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"paralyzed, petrified, poisoned, prone","abilities":"***Magic Weapons.*** The myrmidon's weapon attacks are magical.","actions":"***Freezing Strikes (Recharge 6).*** The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn. ***Multiattack.*** The myrmidon makes three trident attacks. ***Trident.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Water Goblin","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"14 (+2)","CON":"13 (+1)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"common, goblin, sylvan","skills":"Acrobatics +4, Athletics +3","speed":"20 ft., swim 20 ft.","hit_points":"13 (3d6 + 3)","armor_class":"13 (natural armor), 16 with mage armor","senses":"darkvision 120 ft., passive perception 11","saving_throws":"DEX +4, CHA +5","damage_immunities":"cold","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"lightning","condition_immunities":"","abilities":"***Amphibious.*** Water goblins can breathe air and water. ***Innate Spellcasting.*** The water goblin's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The water goblin can innately cast the following spells, requiring no material components * At will mending, minor illusion, prestidigitation, ray of frost<\/i> * 3/day each create or destroy water, fog cloud, grease, mage armor, purify food and drink, water breathing<\/i> * 1/day water walk<\/i> ***Uncanny Dodge.*** When an attacker the water goblin can see hits it with an attack, it can use its reaction to halve the attack's damage against it.","actions":"***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Water Leaper","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"14 (+2)","CON":"15 (+2)","INT":"4 (-3)","WIS":"12 (+1)","CHA":"5 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"","speed":"5 ft., fly 50 ft., swim 40 ft.","hit_points":"97 (13d10 + 26)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The water leaper can breathe both air and water. ***Camouflage.*** The water leaper has advantage on Dexterity (Stealth) checks when underwater.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target. ***Multiattack.*** The water leaper uses its shriek and makes one bite attack and one stinger attack. ***Shriek.*** The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours. ***Stinger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. ***Swallow.*** The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."} {"creature_name":"Water Weird","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"16 (+3)","CON":"13 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"10 (0)","creature_size":"large","creature_type":"elemental","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"understands aquan but doesn't speak","skills":"","speed":"0 ft., swim 60 ft.","hit_points":"58 (9d10+9)","armor_class":"13","senses":"blindsight 30 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious","abilities":"***Invisible in Water.*** The water weird is invisible while fully immersed in water. ***Water Bound.*** The water weird dies if it leaves the water to which it is bound or if that water is destroyed.","actions":"***Constrict.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target."} {"creature_name":"Weasel","creature_source":"Monster Manual","STR":"3 (-4)","DEX":"16 (+3)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"3 (-4)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":10,"creature_cr":0,"languages":"","skills":"Perception +3, Stealth +5","speed":"30 ft.","hit_points":"1 (1d4-1)","armor_class":"13","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage."} {"creature_name":"Weaving Spider","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"10 (+0)","INT":"9 (-1)","WIS":"8 (-1)","CHA":"8 (-1)","creature_size":"tiny","creature_type":"construct","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"understands common","skills":"","speed":"40 ft., climb 40 ft.","hit_points":"25 (10d4)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned","abilities":"***Immutable Form.*** The weaving spider is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The weaving spider has advantage on saving throws against spells and other magical effects.","actions":"***Multiattack.*** The weaving spider makes two trimming blade attacks or two needle shuttle attacks. ***Poisoned Needle Shuttle.*** Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. ***Trimming Blade.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking. ***Unmaking.*** The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)"} {"creature_name":"Weeping Treant","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"8 (-1)","CON":"20 (+5)","INT":"12 (+1)","WIS":"16 (+3)","CHA":"11 (+0)","creature_size":"huge","creature_type":"plant","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"common, druidic, elvish, sylvan","skills":"","speed":"30 ft.","hit_points":"105 (10d12 + 40)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning and piercing","damage_vulnerabilities":"fire","condition_immunities":"","abilities":"***Acidic Tears.*** Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse. ***Siege Monster.*** The treant deals double damage to objects and structures. ***Treespeech.*** A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude.","actions":"***Multiattack.*** The treant makes three slam attacks. ***Rock.*** Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage."} {"creature_name":"Werebat","creature_source":"Dungeon Of The Mad Mage","STR":"8 (-1)","DEX":"17 (+3)","CON":"10 (0)","INT":"10 (0)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (goblin","creature_alignment":"shapechanger)","creature_xp":450,"creature_cr":2,"languages":"goblin (can't speak in bat form)","skills":"Perception +3, Stealth +5","speed":"30 ft. (climb 30 ft., fly 60 ft. in bat or hybrid form)","hit_points":"24 (7d6)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Echolocation (Bat or Hybrid Form Only).*** The werebat has blindsight out to a range of 60 feet as long as it's not deafened. ***Keen Hearing.*** The werebat has advantage on Wisdom (Perception) checks that rely on hearing. ***Nimble Escape (Humanoid Form Only).*** The werebat can take the Disengage or Hide action as a bonus action on each of its turns. ***Shapechanger.*** The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Sunlight Sensitivity.*** While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite (Bat or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. ***Multiattack (Humanoid or Hybrid Form Only).*** In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack. ***Scimitar (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Shortbow (Humanoid or Hybrid Form Only).*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {"creature_name":"Werebear","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"11 (0)","WIS":"12 (+1)","CHA":"12 (+1)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":1800,"creature_cr":5,"languages":"common (can't speak in bear form)","skills":"Perception +7","speed":"30 ft. (40 ft., climb 30 ft. in bear or hybrid form)","hit_points":"135 (18d8+54)","armor_class":"10 (in humanoid form, 11 in bear and hybrid forms )","senses":"","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The werebear has advantage on WisGlom (Perception) checks that rely on smell. ***Shapechanger.*** The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite (Bear or Hybrid Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. ***Claw (Bear or Hybrid Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Greataxe (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. ***Multiattack.*** In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid."} {"creature_name":"Wereboar","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"15 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":1100,"creature_cr":4,"languages":"common (can't speak in boar form)","skills":"Perception +2","speed":"30 ft. (40 ft. in boar form)","hit_points":"78 (12d8+24)","armor_class":"10 (in humanoid form, 11 in boar and hybrid forms )","senses":"","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge (Boar or Hybrid Form Only).*** If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ***Relentless (Recharges after a Short or Long Rest).*** If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ***Shapechanger.*** The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Maul (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ***Multiattack (Humanoid or Hybrid Form Only).*** The wereboar makes two attacks, only one of which can be with its tusks. ***Tusks (Boar or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy."} {"creature_name":"Wererat","creature_source":"Monster Manual","STR":"10 (0)","DEX":"15 (+2)","CON":"12 (+1)","INT":"11 (0)","WIS":"10 (0)","CHA":"8 (-1)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":450,"creature_cr":2,"languages":"common (can't speak in rat form)","skills":"Perception +2, Stealth +4","speed":"30 ft.","hit_points":"33 (6d8+6)","armor_class":"12","senses":"darkvision 60 ft. (rat form only)","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The wererat has advantage on Wisdom (Perception) checks that rely on smell. ***Shapechanger.*** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite (Rat or Hybrid Form Only)..*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. ***Hand Crossbow (Humanoid or Hybrid Form Only).*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ***Multiattack (Humanoid or Hybrid Form Only).*** The wererat makes two attacks, only one of which can be a bite. ***Shortsword (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Wereraven","creature_source":"Curse Of Strahd","STR":"10 (0)","DEX":"15 (+2)","CON":"11 (0)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":450,"creature_cr":2,"languages":"common (can't speak in raven form)","skills":"Insight +4, Perception +6","speed":"30 ft., fly 50 ft. in raven and hybrid forms","hit_points":"31 (7d8)","armor_class":"12","senses":"","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Mimicry.*** The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ***Shapechanger.*** The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.","actions":"***Beak (Raven or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. ***Hand Crossbow (Humanoid or Hybrid Form Only).*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. ***Multiattack (Human or Hybrid Form Only).*** The wereraven makes two weapon attacks, one of which can be with its hand crossbow. ***Shortsword (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage."} {"creature_name":"Weretiger","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"15 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"13 (+1)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":1100,"creature_cr":4,"languages":"common (can't speak in tiger form)","skills":"Perception +5, Stealth +4","speed":"30 ft. (40 ft. in tiger form)","hit_points":"120 (16d8+48)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pounce (Tiger or Hybrid Form Only).*** If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. ***Shapechanger.*** The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite (Tiger or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. ***Claw (Tiger or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. ***Longbow (Humanoid or Hybrid Form Only).*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack (Humanoid or Hybrid Form Only).*** In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. ***Scimitar (Humanoid or Hybrid Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Werewolf","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"13 (+1)","CON":"14 (+2)","INT":"10 (0)","WIS":"11 (0)","CHA":"10 (0)","creature_size":"medium","creature_type":"humanoid (human","creature_alignment":"shapechanger)","creature_xp":700,"creature_cr":3,"languages":"common (can't speak in wolf form)","skills":"Perception +4","speed":"30 ft. (40 ft. in wolf form)","hit_points":"58 (9d8+18)","armor_class":"11 (in humanoid form, 12 in wolf or hybrid form)","senses":"","saving_throws":"","damage_immunities":"bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Shapechanger.*** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","actions":"***Bite (Wolf or Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. ***Claws (Hybrid Form Only).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. ***Multiattack (Humanoid or Hybrid Form Only).*** The werewolf makes two attacks: one with its bite and one with its claws or spear. ***Spear (Humanoid Form Only).*** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack."} {"creature_name":"Wharfling","creature_source":"Tome Of Beasts","STR":"4 (-3)","DEX":"16 (+3)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"tiny","creature_type":"beast","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"--","skills":"Perception +3, Sleight Of Hand +5","speed":"30 ft., climb 30 ft., swim 20 ft.","hit_points":"6 (4d4 . 4)","armor_class":"13","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically. ***Pilfer.*** A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."} {"creature_name":"Wharfling Swarm","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"16 (+3)","CON":"8 (-1)","INT":"2 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"swarm","creature_alignment":"unaligned","creature_xp":1100,"creature_cr":4,"languages":"--","skills":"Perception +3, Sleight Of Hand +5","speed":"30 ft., climb 30 ft., swim 20 ft.","hit_points":"63 (14d10 . 14)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","abilities":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points.","actions":"***Bites.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer. ***Locking Bite.*** When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples. ***Pilfer.*** A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."} {"creature_name":"White Abishai","creature_source":"Mordenkainens Tome Of Foes","STR":"16 (+3)","DEX":"11 (0)","CON":"18 (+4)","INT":"11 (0)","WIS":"12 (+1)","CHA":"13 (+1)","creature_size":"medium","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":2300,"creature_cr":6,"languages":"draconic, infernal, telepathy 120 ft.","skills":"","speed":"30 ft., fly 40 ft.","hit_points":"68 (8d8 + 32)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft., passive perception 11","saving_throws":"STR +6, CON +7","damage_immunities":"cold, fire, poison","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede the abishai's darkvision. ***Magic Resistance.*** The abishai has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The abishai's weapon attacks are magical. ***Reckless.*** At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.","actions":"***Bite*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. ***Claw*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ***Longsword*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ***Multiattack*** The abishai makes two attacks: one with its longsword and one with its claw."} {"creature_name":"White Ape","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"16 (+3)","CON":"18 (+4)","INT":"8 (-1)","WIS":"14 (+2)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"common","skills":"Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6","speed":"40 ft., climb 40 ft.","hit_points":"114 (12d10 + 48)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Wasting (Disease).*** When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greaterrestoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check. ***Hatred for Spellcasters.*** The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar). ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. ***Frenzy (1/Day).*** When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn. ***Multiattack.*** The ape makes one bite attack and two claw attacks."} {"creature_name":"White Dragon Wyrmling","creature_source":"Monster Manual","STR":"14 (+2)","DEX":"10 (0)","CON":"14 (+2)","INT":"5 (-3)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"draconic","skills":"Perception +4, Stealth +2","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","hit_points":"32 (5d8+10)","armor_class":"16 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft.","saving_throws":"DEX +2, CON +4, WIS +2, CHA +2","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one."} {"creature_name":"White Guard Drake","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"11 (0)","CON":"16 (+3)","INT":"4 (-3)","WIS":"10 (0)","CHA":"7 (-2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"understands draconic but can't speak it","skills":"Perception +2","speed":"30 ft., burrow 20 ft., climb 30 ft.","hit_points":"52 (7d8+21)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Source.*** Volo's Guide to Monsters, p. 158","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. ***Tail.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."} {"creature_name":"White Maw","creature_source":"Tales From The Yawning Portal","STR":"18 (+4)","DEX":"1 (-5)","CON":"20 (+5)","INT":"12 (+1)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"gargantuan","creature_type":"ooze","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"telepathy 50 ft.","skills":"","speed":"10 ft.","hit_points":"217 (14d20+70)","armor_class":"5","senses":"blindsight 60 ft. (blind beyond this radius)","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid, cold, fire","damage_vulnerabilities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","abilities":"***Amorphous Form.*** White Maw can occupy another creature's space and vice versa. ***Corrode Metal.*** Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage. White Maw can eat through 2-inch-thick, nonmagical metal in 1 round. ***False Appearance.*** While White Maw remains motionless, it is indistinguishable from white stone. ***Killer Response.*** Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated. ***Ooze Nature.*** White Maw doesn't require sleep.","actions":"***Pseudopod.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."} {"creature_name":"Wiggan Nettlebee","creature_source":"Elemental Evil","STR":"8 (-1)","DEX":"12 (+1)","CON":"12 (+1)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"13 (+1)","creature_size":"small","creature_type":"humanoid (halfling)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"common, halfling","skills":"Deception +3, Insight +4","speed":"30 ft.","hit_points":"36 (8d6+8)","armor_class":"11 (16 with barkskin)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Brave Devotion.*** Wiggan has advantage on saving throws against being charmed or frightened. ***Spellcasting.*** Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared * Cantrips (at will) guidance, light, mending, shillelagh, thaumaturgy * 1st Level (4 slots) animal friendship, cure wounds, healing word, inflict wounds, speak with animals * 2nd Level (3 slots) barkskin, spike growth, spiritual weapon","actions":"***Multiattack.*** Wiggan makes two attacks with his wooden cane. ***Wooden Cane.*** Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh."} {"creature_name":"Wight","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"16 (+3)","INT":"10 (0)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"the languages it knew in life","skills":"Perception +3, Stealth +4","speed":"30 ft.","hit_points":"45 (6d8+18)","armor_class":"14 (studded leather)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Life Drain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ***Longbow.*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Longsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. ***Multiattack.*** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."} {"creature_name":"Will-o'-Wisp","creature_source":"Monster Manual","STR":"1 (-5)","DEX":"28 (+9)","CON":"10 (0)","INT":"13 (+1)","WIS":"14 (+2)","CHA":"11 (0)","creature_size":"tiny","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":450,"creature_cr":2,"languages":"the languages it knew in life","skills":"","speed":"0 ft., fly 50 ft. (hover)","hit_points":"22 (9d4)","armor_class":"19","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"lightning, poison","damage_resistances":"acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious","abilities":"***Consume Life.*** As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. ***Ephemeral.*** The will-o'-wisp can't wear or carry anything. ***Incorporeal Movement.*** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Variable Illumination.*** The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.","actions":"***Invisibility.*** The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). ***Shock.*** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage."} {"creature_name":"Wind Goblin","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"19 (+4)","CON":"13 (+1)","INT":"20 (+5)","WIS":"13 (+1)","CHA":"11 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"chaotic neutral","creature_xp":1100,"creature_cr":4,"languages":"common, goblin, sylvan","skills":"Arcana +7, Investigation +7","speed":"20 ft., fly 40 ft.","hit_points":"36 (8d6 + 8)","armor_class":"14","senses":"darkvision 120 ft., passive perception 11","saving_throws":"INT +7, WIS +3","damage_immunities":"lightning","damage_resistances":"poison; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"acid","condition_immunities":"","abilities":"***Innate Spellcasting.*** The wind goblin's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wind goblin can innately cast the following spells, requiring no material components * At will dancing lights, mage hand, prestidigitation, shocking grasp<\/i> * 3/day each detect magic, eldritch blast, faerie fire, gust of wind, identify<\/i> * 1/day wind wall, call lightning<\/i> ***Scientific Spellcasting.*** Wind goblins have a strange relationship with science and are able to use what they sincerely believe is scientific invention to mimic the abilities of spellcasters. They also describe arcane concepts in science-like jargon. The following is a typical allocation of \"scientific\", gadget-based spells that a wind goblin might be able to cast, but specific spells vary from goblin to goblin. Wind goblin \"science\" magic never requires a verbal or material component. Instead, all spells require a gadget focus and the somatic component of turning the cranks and working the levers (etc.) on said focus. The process is usually loud and often smelly or smoky, with superfluous electrical arcing. The wind goblin is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring only somatic components * Cantrips (at will) fire bolt, light, mending, message, minor illusion<\/i> * 1st level (4/day\\*) expeditious retreat, fog cloud, thunderwave<\/i> * 2nd level (3/day\\*) hold person, knock<\/i> \\* The uses per day represent fuel-related limitations.","actions":"***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Hand Crossbow.*** Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage."} {"creature_name":"Windharrow","creature_source":"Elemental Evil","STR":"10 (0)","DEX":"16 (+3)","CON":"12 (+1)","INT":"14 (+2)","WIS":"10 (0)","CHA":"17 (+3)","creature_size":"medium","creature_type":"humanoid (half-elf)","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"auran, common, elvish","skills":"Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5","speed":"30 ft.","hit_points":"55 (10d8+10)","armor_class":"15 (studded leather)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Ancestry.*** Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep. ***Spellcasting.*** Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells * Cantrips (at will) friends, prestidigitation, vicious mockery<\/i> * 1st level (4 slots) disguise self, dissonant whispers, thunderwave<\/i> * 2nd level (3 slots) invisibility, shatter, silence<\/i> * 3rd level (3 slots) nondetection, sending, tongues<\/i> * 4th level (2 slots) confusion, dimension door<\/i>","actions":"***Multiattack.*** Windharrow makes two melee attacks. ***Rapier.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage."} {"creature_name":"Winged Kobold","creature_source":"Monster Manual","STR":"7 (-2)","DEX":"16 (+3)","CON":"9 (-1)","INT":"8 (-1)","WIS":"7 (-2)","CHA":"8 (-1)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":50,"creature_cr":0.25,"languages":"common, draconic","skills":"","speed":"30 ft., fly 30 ft.","hit_points":"7 (3d6-3)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Dagger.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ***Dropped Rock.*** Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage."} {"creature_name":"Winter Eladrin","creature_source":"Mordenkainens Tome Of Foes","STR":"11 (0)","DEX":"10 (0)","CON":"16 (+3)","INT":"18 (+4)","WIS":"17 (+3)","CHA":"13 (+1)","creature_size":"medium","creature_type":"fey (elf)","creature_alignment":"chaotic neutral","creature_xp":5900,"creature_cr":10,"languages":"common, elvish, sylvan","skills":"","speed":"30 ft.","hit_points":"127 (17d8 + 51)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ***Frigid Rebuke*** When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succesed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. ***Innate Spellcasting.*** The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components * At will fog cloud, gust of wind<\/i> * 1/day each cone of cold, ice storm<\/i> ***Magic Resistance.*** The eladrin has advantage on saving throws against spells and other magical effects. ***Sorrowful Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 any eladrin's Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.","actions":"***Longbow*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. ***Longsword*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands."} {"creature_name":"Winter Wolf","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"14 (+2)","INT":"7 (-2)","WIS":"12 (+1)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, giant, winter wolf","skills":"Perception +5, Stealth +3","speed":"50 ft.","hit_points":"75 (10d10+20)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. ***Cold Breath (Recharge 5-6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Witch-Doll Golem","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"14 (+2)","CON":"21 (+5)","INT":"7 (-2)","WIS":"15 (+2)","CHA":"11 (+0)","creature_size":"large","creature_type":"construct","creature_alignment":"neutral","creature_xp":5900,"creature_cr":10,"languages":"understands the languages of its creator but can't speak","skills":"Investigation +2, Perception +10, Survival +10","speed":"30 ft.","hit_points":"94 (9d10 + 45)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 20","saving_throws":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Find Target.*** The witch-doll golem knows the location of a specific target creature, or one creature cursed by its witch-doll curse ability, as long as that creature is within 1,000 feet of it. If the creature is moving, it knows the direction of that creature's movement. If the creature is beyond this distance, the witch-doll golem knows the direction that creature is in. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The witch-doll golem makes up to two attacks with its slam or its needle attack. ***Needle.*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage. ***Slam.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. ***Witch-Doll Curse.*** The witch-doll golem chooses one creature it can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw or be cursed. While cursed, the witch-doll golem deals an additional 13 (3d8) necrotic damage to the target when it hits with a weapon attack, and any damage the witch-doll golem takes from targets other than the cursed target is halved, and the cursed target takes the other half. The witch-doll golem can only have one active curse at a time. The target remains cursed until the golem is destroyed or the target dies; magic such as remove curse can end the curse early."} {"creature_name":"Witchlight","creature_source":"Tome Of Beasts","STR":"1 (-5)","DEX":"18 (+4)","CON":"10 (+0)","INT":"10 (+0)","WIS":"13 (+1)","CHA":"7 (-2)","creature_size":"tiny","creature_type":"construct","creature_alignment":"neutral","creature_xp":50,"creature_cr":0.25,"languages":"understands the language of its creator but can't speak","skills":"Perception +3","speed":"fly 50 ft.","hit_points":"10 (4d4)","armor_class":"14","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"poison, radiant","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Dispel Magic Weakness.*** Casting dispel magic on a witchlight paralyzes it for 1d10 rounds. ***Luminance.*** A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks. ***Thin As Light.*** While a witchlight is not incorporeal, it can pass through any opening that light can.","actions":"***Flash (Recharge 5-6).*** The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw. ***Light Ray.*** Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage."} {"creature_name":"Wizard's Shackle","creature_source":"Tome Of Horrors","STR":"1 (-5)","DEX":"12 (+1)","CON":"16 (+3)","INT":"1 (-5)","WIS":"11 (+0)","CHA":"2 (-4)","creature_size":"tiny","creature_type":"monstrosity","creature_alignment":"neutral","creature_xp":100,"creature_cr":0.5,"languages":"--","skills":"","speed":"5 ft.","hit_points":"16 (3d4 + 9)","armor_class":"11","senses":"blindsight 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Arcane Sense.*** A wizard's shackle can automatically detect the location of any active spell or magical item within 30 feet not hidden behind 10 feet of dirt, 5 feet of stone, 1 foot of common metal, or 5 inches of lead. ***Magic Resistance.*** The wizard's shackle has advantage on saving throws against spells and magical effects.","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage and the wizard's shackle attaches to the target. While it is attached, any time the target attempts to cast a cantrip or spell, it takes 10 (3d6) psychic damage and must make a DC 10 Constitution saving throw. On a failed saving throw, the target fails to cast the spell and if a spell slot was used, it is wasted. The wizard's shackle can be removed as an action by the target or another creature. If a creature or creature to which the wizard's shackle is attached attempts to remove the wizard's shackle, the attached target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target is unconscious for 1 minute."} {"creature_name":"Wolf","creature_source":"Monster Manual","STR":"12 (+1)","DEX":"15 (+2)","CON":"12 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"medium","creature_type":"beast","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"Perception +3, Stealth +4","speed":"40 ft.","hit_points":"11 (2d8+2)","armor_class":"13 (natural armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone."} {"creature_name":"Wolf Reaver Dwarf","creature_source":"Tome Of Beasts","STR":"18 (+4)","DEX":"12 (+1)","CON":"19 (+4)","INT":"9 (-1)","WIS":"11 (+0)","CHA":"9 (-1)","creature_size":"medium","creature_type":"humanoid","creature_alignment":"any chaotic","creature_xp":700,"creature_cr":3,"languages":"common, dwarvish","skills":"Athletics +6, Intimidation +1","speed":"35 ft.","hit_points":"76(9d8+36)","armor_class":"16 (chain shirt, shield)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Danger Sense.*** The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated. ***Dwarven Resistance.*** The wolf reaver dwarf has advantage on saving throws against poison. ***Pack Tactics.*** The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated. ***Reckless.*** At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.","actions":"***Battleaxe.*** Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage. ***Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ***Multiattack.*** The wolf reaver dwarf makes two melee or ranged attacks. ***Spear.*** Melee or Ranged Weapon Attack: +6 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."} {"creature_name":"Wolf Spirit Swarm","creature_source":"Tome Of Beasts","STR":"14 (+2)","DEX":"16 (+3)","CON":"12 (+1)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"12 (+1)","creature_size":"large","creature_type":"swarm","creature_alignment":"neutral evil","creature_xp":2300,"creature_cr":6,"languages":"understands common","skills":"Perception +3, Stealth +6","speed":"50 ft., fly 50 ft. (hover)","hit_points":"97 (15d10 + 15)","armor_class":"16 (natural armor)","senses":"darkvision 120 ft., passive perception 13","saving_throws":"STR +5, DEX +6","damage_immunities":"cold","damage_resistances":"necrotic; bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Speed Over Snow.*** A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit. ***Chilling Howl.*** As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn. ***Icy Doom (Recharge 5-6).*** All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn. ***Multiattack.*** A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks."} {"creature_name":"Wood Giant","creature_source":"Tome Of Horrors","STR":"20 (+5)","DEX":"16 (+3)","CON":"17 (+3)","INT":"14 (+2)","WIS":"14 (+2)","CHA":"16 (+3)","creature_size":"large","creature_type":"giant","creature_alignment":"chaotic good","creature_xp":1100,"creature_cr":4,"languages":"common, giant, sylvan","skills":"Acrobatics +5, Athletics +7, Perception +4, Stealth +5","speed":"40 ft.","hit_points":"76 (9d10 + 27)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 14","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spell, requiring no material components. * At will alter self<\/i>","actions":"***Greatsword.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Longbow.*** Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage. ***Multiattack.*** The wood giant makes two greatsword or two longbow attacks."} {"creature_name":"Wood Goblin","creature_source":"Tome Of Horrors","STR":"13 (+1)","DEX":"15 (+2)","CON":"13 (+1)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"10 (+0)","creature_size":"small","creature_type":"humanoid","creature_alignment":"neutral good","creature_xp":200,"creature_cr":1,"languages":"common, goblin, sylvan","skills":"Athletics +3, Acrobatics +4, Medicine +5, Perception +5, Sleight Of Hand +4, Stealth +4, Survival +5","speed":"20 ft.","hit_points":"18 (4d6 + 4)","armor_class":"13 (natural armor)","senses":"darkvision 120 ft., passive perception 15","saving_throws":"DEX +4, INT +5","damage_immunities":"poison","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"fire","condition_immunities":"poisoned","abilities":"***Herbal Medicine.*** Due to their innate and magical affinity for plants and herbs, a wood goblin always has advantage on Wisdom (Medicine) skill checks. In addition, the wood goblin's innate cure wounds spells can be imitated herbally without limitation as long as the wood goblin has access to wild plants. However, the herbal versions require 15 minutes to prepare and must be fresh, and thus are not usable in combat. ***Innate Spellcasting.*** The wood goblin's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components * At will detect poison or disease, poison spray, shillelagh, spare the dying<\/i> * 3/day each barkskin, cure wounds, entangle, lesser restoration, protection from poison<\/i> * 1/day spider climb<\/i> ***Sneak Attack (1/turn).*** The wood goblin deals an extra 7 (2d6) damage when it has advantage and hits a target with a weapon on the attack roll, or when the target is within 5 feet of an ally of the wood goblin that isn't incapacitated and the wood goblin doesn't have disadvantage on the attack roll.","actions":"***Poison Cloud (1/day).*** A 10-foot radius of thick venomous gas extends out from the wood goblin. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn and it takes 7 (2d6) poison damage. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. ***Rapier.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {"creature_name":"Wood Golem","creature_source":"Tome Of Horrors","STR":"16 (+3)","DEX":"10 (+0)","CON":"15 (+2)","INT":"7 (-2)","WIS":"11 (+0)","CHA":"5 (-3)","creature_size":"medium","creature_type":"construct","creature_alignment":"neutral","creature_xp":700,"creature_cr":3,"languages":"understands the languages of its creator but can't speak","skills":"","speed":"30 ft.","hit_points":"45 (7d8 + 14)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft., passive perception 10","saving_throws":"","damage_immunities":"cold, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine","damage_resistances":"","damage_vulnerabilities":"fire","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","abilities":"***Alarm.*** Whenever a creature other than its creator comes within 60 feet of the golem, it releases an audible alarm sound which can be heard out to a range of 300 feet. ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. ***Magic Weapon.*** The golem's weapon attacks are magical.","actions":"***Multiattack.*** The wood golem makes two slam attacks. ***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage."} {"creature_name":"Wood Woad","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"12 (+1)","CON":"16 (+3)","INT":"10 (0)","WIS":"13 (+1)","CHA":"8 (-1)","creature_size":"medium","creature_type":"plant","creature_alignment":"lawful neutral","creature_xp":1800,"creature_cr":5,"languages":"sylvan","skills":"Athletics +7, Perception +4, Stealth +4","speed":"30 ft., climb 30 ft.","hit_points":"75 (10d8+30)","armor_class":"18 (natural armor, shield)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing","damage_vulnerabilities":"fire","condition_immunities":"charmed, frightened","abilities":"***Magic Club.*** In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). ***Plant Camouflage.*** The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ***Regeneration.*** The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. ***Tree Stride.*** Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.","actions":"***Club.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage. ***Multiattack.*** The wood woad makes two attacks with its club."} {"creature_name":"Woods Ape","creature_source":"Tome Of Horrors","STR":"17 (+3)","DEX":"13 (+1)","CON":"16 (+3)","INT":"11 (+0)","WIS":"18 (+4)","CHA":"7 (-2)","creature_size":"medium","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"druidic","skills":"Nature +6, Perception +7, Stealth +4 (+7 In Forested","speed":"30 ft., climb 30 ft.","hit_points":"82 (11d8 + 33)","armor_class":"11 (16 with barkskin)","senses":"darkvision 60 ft., passive perception 17","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The woods ape's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components At will guidance, mending, create or destroy water, detect poison and disease, entangle, speak with animals, speak with plants, tree stride 3/day each animal messenger, barkskin, call lightning, locate animals or plants, pass without trace 1/day each awaken, commune with nature, conjure animals, plant growth ***Land's Stride.*** The woods ape can move through nonmagical difficult terrain without using extra movement and can pass through nonmagical plants without being slowed by them and without taking damage if they have thorns, spines, or a similar hazard. In addition, the woods ape has advantage on saving throws against plants that are magically created or manipulated to impede movement. terrain), Survival +10\"","actions":"***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ***Multiattack.*** The woods ape makes two claw attacks."} {"creature_name":"Woolly Mammoth","creature_source":"Tome Of Horrors","STR":"22 (+6)","DEX":"9 (-1)","CON":"18 (+4)","INT":"3 (-4)","WIS":"13 (+1)","CHA":"6 (-2)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"","speed":"40 ft.","hit_points":"73 (7d12 + 28)","armor_class":"13 (natural armor)","senses":"passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"cold","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. ***Keen Smell.*** The mammoth has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Gore.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. ***Multiattack.*** The mammoth makes two attacks: one with its gore and one with its slam. ***Slam.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. ***Stomp.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage."} {"creature_name":"Woolly Rhinoceros","creature_source":"Tome Of Horrors","STR":"21 (+5)","DEX":"10 (+0)","CON":"22 (+6)","INT":"3 (-4)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"--","skills":"Perception +7","speed":"30 ft.","hit_points":"172 (15d10 + 90)","armor_class":"14 (natural armor)","senses":"passive perception 17","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Charge.*** If the woolly rhinoceros moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the woolly rhinoceros can make one stomp attack against it as a bonus action. ***Improved Critical.*** Gore attacks score a critical hit on a roll of 19 or 20. ***Keen Smell.*** The woolly rhinoceros has advantage on Wisdom (Perception) checks that rely on smell.","actions":"***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ***Stomp.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."} {"creature_name":"Worg","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"13 (+1)","CON":"13 (+1)","INT":"7 (-2)","WIS":"11 (0)","CHA":"8 (-1)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":100,"creature_cr":0.5,"languages":"goblin, worg","skills":"Perception +4","speed":"50 ft.","hit_points":"26 (4d10+4)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Hearing and Smell.*** The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."} {"creature_name":"Wormhearted Suffragan","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"14 (+2)","CON":"16 (+3)","INT":"11 (+0)","WIS":"16 (+3)","CHA":"8 (-1)","creature_size":"medium","creature_type":"undead","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"Medicine +6, Religion +3","speed":"30 ft.","hit_points":"97 (13d8 + 39)","armor_class":"12","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"radiant","condition_immunities":"","abilities":"***Innate Spellcasting.*** The wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components At will command, detect evil and good 4/day inflict wounds 2/day each blindness-deafness, hold person 1/day each animate dead, speak with dead","actions":"***Helminth Infestation.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease. ***Multiattack.*** The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and makeone helminth infestation attack."} {"creature_name":"Wraith","creature_source":"Monster Manual","STR":"6 (-2)","DEX":"16 (+3)","CON":"16 (+3)","INT":"12 (+1)","WIS":"14 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":1800,"creature_cr":5,"languages":"the languages it knew in life","skills":"","speed":"0 ft., fly 60 ft. (hover)","hit_points":"67 (9d8+27)","armor_class":"13","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"necrotic, poison","damage_resistances":"acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Incorporeal Movement.*** The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Sunlight Sensitivity.*** While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Create Specter.*** The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. ***Life Drain.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."} {"creature_name":"Wrath Dragon","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"12 (+1)","CON":"21 (+5)","INT":"18 (+4)","WIS":"21 (+5)","CHA":"17 (+3)","creature_size":"huge","creature_type":"dragon","creature_alignment":"any good alignment","creature_xp":22000,"creature_cr":19,"languages":"celestial, common, draconic, giant, terran","skills":"Insight +11, Persuasion +9, Perception +17, Religion +10, Stealth +7","speed":"40 ft., fly 80 ft.","hit_points":"356 (31d12 + 155)","armor_class":"19 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 27","saving_throws":"DEX +7, CON +11, WIS +11, CHA +9","damage_immunities":"fire, poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"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. ***Detect.*** The dragon makes a Wisdom (Perception) check. ***Divine Aura.*** Each time an aberration, fiend, or undead attempts to make a melee or ranged attack against the wrath dragon from within 10 feet of the dragon, the creature must succeed on a DC 19 Wisdom saving throw or be forced to target another creature within range or lose the action. Once a creature succeeds on this saving throw, it is immune to it for 24 hours. ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead. ***Spellcasting.*** The wrath dragon is a 15th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following cleric spells prepared * Cantrips (at will) guidance, mending, resistance, sacred flame, thaumaturgy<\/i> * 1st level (4 slots) bane, bless, cure wounds, detect magic, guiding bolt<\/i> * 2nd level (3 slots) aid, find traps, hold person, lesser restoration, silence, spiritual weapon<\/i> * 3rd level (3 slots) beacon of hope, dispel magic, revivify<\/i> * 4th level (3 slots) banishment, death ward, freedom of movement, guardian of faith<\/i> * 5th level (2 slots) commune, dispel evil and good, greater restoration, mass cure wound, raise dead<\/i> * 6th level (1 slot) heal<\/i> * 7th level (1 slot) divine word<\/i> * 8th level (1 slot) holy aura<\/i> ***Tail Attack.*** The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Preserve Life (Costs 3 Actions). The wrath dragon causes up to 6 creatures within 30 feet of it to regain 14 (2d6 + 7) hit points each.","actions":"***Beckon Deva (1/day).*** The wrath dragon summons a deva from the deity that it serve. The summoned deva appears in an unoccupied space within 60 feet of the wrath dragon. It remains for 1 minute, until it or the wrath dragon is slain, or until the wrath dragon takes an action to dismiss it. ***Bite.*** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) radiant damage. ***Claw.*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage. ***Multiattack.*** The wrath dragon makes three attacks: one with its bite and two with its claws. ***Tail.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage. Divine Breath (Recharge 5-6). The wrath dragon releases a blast of divine fire in a 60-foot cone. Creatures within the area must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed saving throw, or half as much damage on a successful saving throw."} {"creature_name":"Wyrmling Wind Dragon","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"19 (+4)","CON":"14 (+2)","INT":"12 (+1)","WIS":"11 (+0)","CHA":"14 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":200,"creature_cr":1,"languages":"draconic, primordial","skills":"Perception +4, Stealth +6","speed":"40 ft., fly 80 ft.","hit_points":"45 (7d8 + 14)","armor_class":"14","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 14","saving_throws":"DEX +6, CON +4, WIS +2, CHA +4","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, paralyzed","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ***Breath of Gales (Recharge 5-6).*** The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished."} {"creature_name":"Wyvern","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"16 (+3)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"6 (-2)","creature_size":"large","creature_type":"dragon","creature_alignment":"unaligned","creature_xp":2300,"creature_cr":6,"languages":"","skills":"Perception +4","speed":"20 ft., fly 80 ft.","hit_points":"110 (13d10+39)","armor_class":"13 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. ***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. ***Stinger.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Xanka","creature_source":"Tome Of Beasts","STR":"10 (+0)","DEX":"15 (+2)","CON":"12 (+1)","INT":"4 (-3)","WIS":"10 (+0)","CHA":"7 (-2)","creature_size":"small","creature_type":"construct","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"understands the languages of its creator but can't","skills":"","speed":"25 ft., climb 15 ft.","hit_points":"18 (4d6 + 4)","armor_class":"15 (natural armor)","senses":"blindsight 120 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened,","abilities":"***Constructed Nature.*** A xanka doesn't require air, food, drink, or sleep. ***Ingest Weapons.*** When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect. ***Magic Weapons.*** The xanka's weapon attacks are magical.","actions":"***Absorb.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead."} {"creature_name":"Xhkarsh","creature_source":"Tome Of Beasts","STR":"17 (+3)","DEX":"21 (+5)","CON":"18 (+4)","INT":"15 (+2)","WIS":"16 (+3)","CHA":"15 (+2)","creature_size":"large","creature_type":"aberration","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, deep speech, undercommon","skills":"Insight + 6, Perception +6, Stealth +8","speed":"50 ft., climb 30 ft.","hit_points":"133 (14d10 + 56)","armor_class":"19 (natural and mystic armor)","senses":"darkvision 60 ft., tremorsense 120 ft., passive perception 16","saving_throws":"CHA +5","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Invisibility.*** The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it. ***Multiattack.*** The xhkarsh makes two claw attacks and two stinger attacks. ***Seize Strand.*** The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time. ***Stinger.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic."} {"creature_name":"Xorn","creature_source":"Monster Manual","STR":"17 (+3)","DEX":"10 (0)","CON":"22 (+6)","INT":"11 (0)","WIS":"10 (0)","CHA":"11 (0)","creature_size":"medium","creature_type":"elemental","creature_alignment":"neutral","creature_xp":1800,"creature_cr":5,"languages":"terran","skills":"Perception +6, Stealth +3","speed":"20 ft., burrow 20 ft.","hit_points":"73 (7d8+42)","armor_class":"19 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"piercing and slashing from nonmagical weapons that aren't adamantine","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Earth Glide.*** The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. ***Stone Camouflage.*** The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ***Treasure Sense.*** The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ***Multiattack.*** The xorn makes three claw attacks and one bite attack."} {"creature_name":"Xvart","creature_source":"Volos Guide","STR":"8 (-1)","DEX":"14 (+2)","CON":"10 (0)","INT":"8 (-1)","WIS":"7 (-2)","CHA":"7 (-2)","creature_size":"small","creature_type":"humanoid (xvart)","creature_alignment":"chaotic evil","creature_xp":25,"creature_cr":0.125,"languages":"abyssal","skills":"Stealth +4","speed":"30 ft.","hit_points":"7 (2d6)","armor_class":"13 (leather armor)","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Low Cunning.*** The xvart can take the Disengage action as a bonus action on each of its turns. ***Overbearing Pack.*** The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. ***Raxivort's Tongue.*** The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.","actions":"***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage."} {"creature_name":"Xvart Warlock of Raxivort","creature_source":"Volos Guide","STR":"8 (-1)","DEX":"14 (+2)","CON":"12 (+1)","INT":"8 (-1)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"small","creature_type":"humanoid (xvart)","creature_alignment":"chaotic evil","creature_xp":200,"creature_cr":1,"languages":"abyssal","skills":"Stealth +3","speed":"30 ft.","hit_points":"22 (5d6+5)","armor_class":"12 (15 with mage armor)","senses":"darkvision 30 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components At will detect magic, mage armor (self only) ***Low Cunning.*** The xvart can take the Disengage action as a bonus action on each of its turns. ***Overbearing Pack.*** The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. ***Raxivort's Tongue.*** The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. ***Spellcasting.*** The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC ll, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells Cantrips (at will) eldritch blast, mage hand, minor illusion, poison spray, prestidigitation 1st-2nd level (2 2nd-level slots) burning hands, expeditious retreat, invisibility, scorching ray","actions":"***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage."} {"creature_name":"Yagnoloth","creature_source":"Mordenkainens Tome Of Foes","STR":"19 (+4)","DEX":"14 (+2)","CON":"21 (+5)","INT":"16 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"fiend (yugoloth)","creature_alignment":"neutral evil","creature_xp":7200,"creature_cr":11,"languages":"abyssal, infernal, telepathy 60 ft.","skills":"Deception +8, Insight +6, Perception +6, Persuasion +8","speed":"40 ft.","hit_points":"147 (14d10 + 70)","armor_class":"17 (natural armor)","senses":"blindsight 60 ft., darkvision 60 ft., passive perception 16","saving_throws":"DEX +6, INT +7, WIS +6, CHA +8","damage_immunities":"acid, poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components * At will darkness, detect magic, dispel magic, invisibility <\/i>(self only), suggestion<\/i> * 3/day lightning bolt<\/i> ***Magic Resistance.*** The yagnoloth has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The yagnoloth's weapon attacks are magical.","actions":"***Battlefield Cunning (Recharge 4-6)*** Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. ***Electrified Touch*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. ***Life Leech*** The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. ***Massive Arm*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn. ***Multiattack*** The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. ***Teleport*** The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."} {"creature_name":"Yakfolk Priest","creature_source":"Storm Kings Thunder","STR":"16 (+3)","DEX":"11 (0)","CON":"15 (+2)","INT":"14 (+2)","WIS":"18 (+4)","CHA":"14 (+2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"common, yikaria","skills":"Deception +4, Medicine +6, Survival +6","speed":"30 ft.","hit_points":"52 (7d10+14)","armor_class":"12 (hide armor)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Possession (Recharges after a rest.*** The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear. ***Spellcasting.*** The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared * Cantrips (at will) light, mending, sacred flame, thaumaturgy * 1st level (4 slots) bane, command, cure wounds, sanctuary * 2nd level (3 slots) augury, hold person, spiritual weapon * 3rd level (3 slots) bestow curse, protection from energy, sending * 4th level (1 slots) banishment","actions":"***Multiattack.*** The yakfolk makes two attacks, either with it's greatsword or its longbow ***Quarterstaff.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, or 12 (2d8+3) bludgeoning damage if used with two hands. ***Summon Earth Elemental (1/day).*** The yakfolk summons an earth elemental. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action."} {"creature_name":"Yakfolk Warrior","creature_source":"Storm Kings Thunder","STR":"18 (+4)","DEX":"11 (0)","CON":"15 (+2)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"neutral evil","creature_xp":700,"creature_cr":3,"languages":"common, yikaria","skills":"Deception +4, Survival +4","speed":"30 ft.","hit_points":"60 (8d10+16)","armor_class":"11 (leather)","senses":"","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Possession (Recharges after a rest.*** The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear.","actions":"***Greatsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. ***Longbow.*** Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage. ***Multiattack.*** The yakfolk makes two attacks, either with it's greatsword or its longbow"} {"creature_name":"Yan-C-Bin","creature_source":"Elemental Evil","STR":"18 (+4)","DEX":"24 (+7)","CON":"24 (+7)","INT":"16 (+3)","WIS":"21 (+5)","CHA":"23 (+6)","creature_size":"huge","creature_type":"elemental","creature_alignment":"neutral evil","creature_xp":20000,"creature_cr":18,"languages":"auran","skills":"","speed":"50 ft., fly 150 ft.","hit_points":"283 (21d12+147)","armor_class":"22 (natural armor)","senses":"blindsight 120 ft.","saving_throws":"DEX +13, WIS +11, CHA +12","damage_immunities":"lightning, poison, thunder","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone, restrained","abilities":"***Air Form.*** Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space. ***Empowered Attacks.*** Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. ***Innate Spellcasting.*** Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will gust of wind, invisibility, lightning bolt * 2/day each chain lightning, cloudkill, haste ***Legendary Resistance (3/Day).*** If Yan-C-Bin fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Yan-C-Bin has advantage on saving throws against spells and other magical effects. ***Peal of Thunder.*** Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage. ***Suffocate (Costs 3 Actions).*** Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn. The yan-c-bin 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 yan-c-bin regains spent legendary actions at the start of its turn. ***Teleport (Costs 2 Actions).*** Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.","actions":"***Change Shape.*** Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action. ***Multiattack.*** Yan-C-Bin makes two slam attacks. ***Slam.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage. ***Summon Elementals (1/Day).*** Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points. ***Thundercrack (Recharges after a Short or Long Rest).*** Yan-C-Bin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn."} {"creature_name":"Ychen Bannog","creature_source":"Tome Of Beasts","STR":"28 (+9)","DEX":"10 (+0)","CON":"23 (+6)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"10 (+0)","creature_size":"gargantuan","creature_type":"beast","creature_alignment":"unaligned","creature_xp":7200,"creature_cr":11,"languages":"--","skills":"","speed":"50 ft.","hit_points":"231 (14d20 + 84)","armor_class":"17 (natural armor)","senses":", passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning","damage_vulnerabilities":"","condition_immunities":"exhaustion","abilities":"***Ever-Sharp Horns.*** The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack. ***Overrun.*** When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action. ***Peaceful Creature.*** The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check.","actions":"***Destroying Bellow (Recharge 5-6).*** The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw. ***Gore.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. ***Multiattack.*** The ychen bannog makes one gore attack and one stomp attack. ***Stomp.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone."} {"creature_name":"Yeenoghu","creature_source":"Mordenkainens Tome Of Foes","STR":"29 (+9)","DEX":"16 (+3)","CON":"23 (+6)","INT":"15 (+2)","WIS":"24 (+7)","CHA":"15 (+2)","creature_size":"huge","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":62000,"creature_cr":24,"languages":"all, telepathy 120 ft.","skills":"Intimidation +9, Perception +14","speed":"50 ft.","hit_points":"333 (23d12 + 184)","armor_class":"20 (natural armor)","senses":"truesight 120 ft., passive perception 24","saving_throws":"DEX +10, CON +15, WIS +14","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"Yeenoghu 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. Yeenoghu regains spent legendary actions at the start of his turn. ***Charge*** Yeenoghu moves up to his speed. ***Innate Spellcasting.*** Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components * At will detect magic<\/i> * 3/day each dispel magic, fear, invisibility<\/i> * 1/day teleport<\/i> ***Legendary Resistance (3/Day).*** If Yeenoghu fails a saving throw, he can choose to succeed instead. ***Magic Resistance.*** Yeenoghu has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Yeenoghu's weapon attacks are magical. ***Rampage.*** When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. ***Savage (Costs 2 Actions)*** Yeenoghu makes a bite attack against each creature within 10 feet of him. ***Swat Away*** Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.","actions":"***Bite*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage. ***Flail*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage. ***Multiattack*** Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): 1. The attack deals an extra 13 (2d12) bludgeoning damage. 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn."} {"creature_name":"Yellow Musk Creeper","creature_source":"Tomb Of Annihilation","STR":"12 (+1)","DEX":"3 (-4)","CON":"12 (+1)","INT":"1 (-5)","WIS":"10 (0)","CHA":"3 (-4)","creature_size":"medium","creature_type":"plant","creature_alignment":"unaligned","creature_xp":450,"creature_cr":2,"languages":"","skills":"","speed":"5 ft., climb 5 ft.","hit_points":"60 (11d8 +11)","armor_class":"6","senses":"blindsight 30 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"blinded, deafeed, exhaustion, prone","abilities":"***False appearance.*** While the creeper remains motionless, it is Indistinguishable from an ordinary flowering vine. ***Regeneration.*** The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Touch.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of th is damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. ***Yellow Musk (3/Day).*** The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed bythe creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {"creature_name":"Yellow Musk Zombie","creature_source":"Tomb Of Annihilation","STR":"13 (+1)","DEX":"9 (-1)","CON":"12 (+1)","INT":"1 (-5)","WIS":"6 (-2)","CHA":"3 (-4)","creature_size":"medium","creature_type":"undead","creature_alignment":"unaligned","creature_xp":50,"creature_cr":0.25,"languages":"","skills":"","speed":"20 ft.","hit_points":"33 (6d8 +6)","armor_class":"9","senses":"blindsight 30 ft., passive perception 8","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion","abilities":"***Undead fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) bludgeoning damage."} {"creature_name":"Yestabrod","creature_source":"Out Of The Abyss","STR":"12 (+1)","DEX":"10 (0)","CON":"14 (+2)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"10 (0)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"abyssal, telepathy 60 ft.","skills":"","speed":"30 ft.","hit_points":"75 (10d10+20)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Corpse Burst.*** Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage. ***Foul Absorption.*** Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points Yestabrod can take 2 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. Yestabrod regains spent legendary actions at the start of its turn. ***Legendary Resistance (1/Day).*** If Yestabrod fails a saving throw, it can choose to succeed instead.","actions":"***Caustic Spores (1/Day).*** Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw ortake 1d6 acid damage at the start of each of Yestbrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. ***Infestation Spores (1/Day).*** Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfecte, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual). ***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage."} {"creature_name":"Yeth Hound","creature_source":"Volos Guide","STR":"18 (+4)","DEX":"17 (+3)","CON":"16 (+3)","INT":"5 (-3)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"fey","creature_alignment":"neutral evil","creature_xp":1100,"creature_cr":4,"languages":"understands common, elvish, and sylvan but can't speak","skills":"","speed":"40 ft., fly 40 ft. (hover)","hit_points":"51 (6d10+18)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened","abilities":"***Keen Hearing and Smell.*** The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Sunlight Banishment.*** If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. ***Telepathic Bond.*** While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.","actions":"***Baleful Baying.*** The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened."} {"creature_name":"Yeti","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"16 (+3)","INT":"8 (-1)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"chaotic evil","creature_xp":700,"creature_cr":3,"languages":"yeti","skills":"Perception +3, Stealth +3","speed":"40 ft., climb 40 ft.","hit_points":"51 (6d10+18)","armor_class":"12 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fear of Fire.*** If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ***Keen Smell.*** The yeti has advantage on Wisdom (Perception) checks that rely on smell. ***Snow Camouflage.*** The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.","actions":"***Chilling Gaze.*** The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. ***Multiattack.*** The yeti can use its Chilling Gaze and makes two claw attacks."} {"creature_name":"Yochlol","creature_source":"Monster Manual","STR":"15 (+2)","DEX":"14 (+2)","CON":"18 (+4)","INT":"13 (+1)","WIS":"15 (+2)","CHA":"15 (+2)","creature_size":"medium","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"abyssal, elvish, undercommon","skills":"Deception +10, Insight +6","speed":"30 ft., climb 30 ft.","hit_points":"136 (16d8+64)","armor_class":"15 (natural armor)","senses":"darkvision 120 ft.","saving_throws":"DEX +6, INT +5, WIS +6, CHA +6","damage_immunities":"poison","damage_resistances":"cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components At will detect thoughts, web 1/day dominate person ***Magic Resistance.*** The yochlol has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Spider Climb.*** The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Web Walker.*** The yochlol ignores movement restrictions caused by webbing.","actions":"***Mist Form.*** The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. ***Multiattack.*** The yochlol makes two melee attacks. ***Slam (Bite in Spider Form).*** Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage. ***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning. A yochlol has a 50 percent chance of summoning one yochlol. A 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."} {"creature_name":"Young Black Dragon","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"14 (+2)","CON":"17 (+3)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":2900,"creature_cr":7,"languages":"common, draconic","skills":"Perception +6, Stealth +5","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"127 (15d10+45)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +5, CON +6, WIS +3, CHA +5","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. ***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Blue Dragon","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"10 (0)","CON":"19 (+4)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":5000,"creature_cr":9,"languages":"common, draconic","skills":"Perception +9, Stealth +4","speed":"40 ft., burrow 40 ft., fly 80 ft.","hit_points":"152 (16d10+64)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +8, WIS +5, CHA +7","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Brass Dragon","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"10 (0)","CON":"17 (+3)","INT":"12 (+1)","WIS":"11 (0)","CHA":"15 (+2)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":2300,"creature_cr":6,"languages":"common, draconic","skills":"Perception +6, Persuasion +5, Stealth +3","speed":"40 ft., burrow 20 ft., fly 80 ft.","hit_points":"110 (13d10+39)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +3, CON +6, WIS +3, CHA +5","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Bronze Dragon","creature_source":"Monster Manual","STR":"21 (+5)","DEX":"10 (0)","CON":"19 (+4)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":3900,"creature_cr":8,"languages":"common, draconic","skills":"Insight +4, Perception +7, Stealth +3","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"142 (15d10+60)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +3, CON +7, WIS +4, CHA +6","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Cave Dragon","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"12 (+1)","CON":"20 (+5)","INT":"10 (+0)","WIS":"12 (+1)","CHA":"18 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":3900,"creature_cr":8,"languages":"common, darakhul, draconic","skills":"Perception +4, Stealth +4","speed":"40 ft., climb 20 ft., fly 20 ft.","hit_points":"157 (15d10 + 75)","armor_class":"17 (natural armor)","senses":"blindsight 120 ft., passive perception 14","saving_throws":"DEX +4, CON +8, WIS +4, CHA +7","damage_immunities":"acid, poison, thunder","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components 1/day each blur, counterspell, web 3/day darkness ***Ruff Spikes.*** When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes. ***Tunneler.*** The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The dragon makes three attacks; one with its biteand two with its claws. ***Poison Breath (Recharge 5-6).*** The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned."} {"creature_name":"Young Cloud Dragon","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":3900,"creature_cr":8,"languages":"auran, aquan, common, draconic","skills":"History +6, Insight +4, Perception +7","speed":"40 ft., fly 80 ft.","hit_points":"136 (16d10 + 48)","armor_class":"16 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 17","saving_throws":"DEX +4, CON +6, WIS +4, CHA +5","damage_immunities":"cold, lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Windborn.*** The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. * Cloud Breath.<\/i> The dragon exhales an icy blast in a 90-foot cone that spreads around corners. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed saving throw, or half as much damage on a successful one. * Wind Breath.<\/i> The dragon exhales gale-force winds in a 30-foot line that is 10-feet wide. Creatures in this area must make a DC 14 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 30 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 3rd level or lower are immediately dispelled. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Cloud Form.*** The cloud dragon polymorphs into a Large cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Copper Dragon","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic good","creature_xp":2900,"creature_cr":7,"languages":"common, draconic","skills":"Deception +5, Perception +7, Stealth +4","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"119 (14d10+42)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +6, WIS +4, CHA +5","damage_immunities":"acid","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Dungeon Dragon","creature_source":"Tome Of Horrors","STR":"23 (+6)","DEX":"10 (+0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":5000,"creature_cr":9,"languages":"all","skills":"Arcana +6, Nature +6, Investigation +10, Perception +11, Survival +7","speed":"40 ft., fly 80 ft.","hit_points":"199 (19d10 + 95)","armor_class":"16 (natural armor)","senses":"blindsight 30 ft., darkvision 60 ft., passive perception 21","saving_throws":"DEX +4, CON +9, WIS +7, CHA +8","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Innate Spellcasting.*** The dungeon dragon's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components. * At will alarm, arcane lock, detect magic, detect thoughts, find traps, glyph of warding, identify, knock<\/i> * 3/day each dispel magic, hallucinatory terrain, locate creature, locate object, scrying, stone shape<\/i> * 1/day each wall of stone<\/i> ***Labyrinthine Recall.*** The dungeon dragon can perfectly recall any path it has traveled. ***Special Equipment.*** The dragon is attuned to a crystal ball, which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball, it can create a new one over the course of 10 days. ***Trap Master.*** The dungeon dragon has advantage on saving throws against the effects of traps.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Confusion Breath (Recharge 5-6).*** The dragon exhales gas in a 30-foot cone that spreads around corners. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Flame Dragon","creature_source":"Tome Of Beasts","STR":"15 (+2)","DEX":"14 (+2)","CON":"19 (+4)","INT":"15 (+2)","WIS":"13 (+1)","CHA":"18 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":5000,"creature_cr":9,"languages":"common, draconic, ignan, giant, infernal, orc","skills":"Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"161 (17d10 + 68)","armor_class":"18 (natural armor)","senses":", passive perception 19","saving_throws":"DEX +6, CON +8, WIS +5, CHA +8","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Fire Incarnate.*** All fire damage dealt by the dragon ignores fire resistance but not fire immunity.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage. ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw. ***Multiattack.*** The dragon makes one bite attack and two claw attacks."} {"creature_name":"Young Gold Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"14 (+2)","CON":"21 (+5)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"20 (+5)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":5900,"creature_cr":10,"languages":"common, draconic","skills":"Insight +5, Perception +9, Persuasion +9, Stealth +6","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"178 (17d10+85)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +6, CON +9, WIS +5, CHA +9","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Gray Dragon","creature_source":"Tome Of Horrors","STR":"19 (+4)","DEX":"13 (+1)","CON":"18 (+4)","INT":"13 (+1)","WIS":"11 (+0)","CHA":"16 (+3)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":5900,"creature_cr":10,"languages":"common, draconic","skills":"Perception +8, Stealth +5","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"142 (15d10 + 60)","armor_class":"16 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft., passive perception 18","saving_throws":"DEX +5, CON +8, WIS +4, CHA +7","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) fire damage. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Steam Breath (Recharge 5-6).*** The dragon exhales steam in a 30 cone. Creatures in the area must make a DC 15 Constitution saving throw. On a failed saving throw, the creature takes 52 (15d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn't grant resistance to this damage."} {"creature_name":"Young Green Dragon","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"12 (+1)","CON":"17 (+3)","INT":"16 (+3)","WIS":"13 (+1)","CHA":"15 (+2)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful evil","creature_xp":3900,"creature_cr":8,"languages":"common, draconic","skills":"Deception +5, Perception +7, Stealth +4","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"136 (16d10+48)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +6, WIS +4, CHA +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Amphibious.*** The dragon can breathe air and water.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Young Kruthik","creature_source":"Mordenkainens Tome Of Foes","STR":"13 (+1)","DEX":"16 (+3)","CON":"13 (+1)","INT":"4 (-3)","WIS":"10 (0)","CHA":"6 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":25,"creature_cr":0.125,"languages":"kruthik","skills":"","speed":"30 ft., burrow 10 ft., climb 30 ft.","hit_points":"9 (2d6 + 2)","armor_class":"16 (natural armor)","senses":"darkvision 30 ft., tremorsense 60 ft., passive perception 10","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Keen Smell.*** The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ***Pack Tactics.*** The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ***Tunneler.*** The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake.","actions":"***Stab*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {"creature_name":"Young Mist Dragon","creature_source":"Tome Of Horrors","STR":"23 (+7)","DEX":"14 (+2)","CON":"21 (+7)","INT":"14 (+3)","WIS":"13 (+2)","CHA":"19 (+5)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral","creature_xp":5900,"creature_cr":10,"languages":"auran, aquan, common, draconic, ignan","skills":"Perception +9, Stealth +6, Survival +5","speed":"40 ft., fly 80 ft., swim 40 ft.","hit_points":"147 (14d10 + 70)","armor_class":"17 (natural armor)","senses":"blindsight 120 ft., darkvision 120 ft., passive perception 19","saving_throws":"DEX +6, CON +9, WIS +5, CHA +8","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The mist dragon can breathe both water and air.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage. ***Breath Weapon (Recharge 5-6).*** The mist dragon uses one of the following breath weapons. 1. Obscuring Mist.<\/i> The dragon exhales a murky opaque mist in a 30-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). 2. Scalding Mist.<\/i> The dragon exhales a fiery blast of lingering mist in a 30-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 17 Constitution saving throw, taking 49 (14d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Mist Form.*** The mist dragon polymorphs into a Large cloud of mist, or back into its true form. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage. ***Multiattack.*** The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Mithral Dragon","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"22 (+6)","CON":"13 (+1)","INT":"14 (+2)","WIS":"15 (+2)","CHA":"14 (+2)","creature_size":"medium","creature_type":"dragon","creature_alignment":"neutral","creature_xp":2300,"creature_cr":6,"languages":"celestial, common, draconic, primordial","skills":"Acrobatics +6, Insight +5, Perception +5, Persuasion +5","speed":"50 ft., fly 60 ft.","hit_points":"92 (16d8 + 20)","armor_class":"16 (natural armor)","senses":"blindsight 60 ft., darkvision 120 ft., passive perception 15","saving_throws":"DEX +9, CON +4, WIS +5, CHA +5","damage_immunities":"acid, thunder","damage_resistances":"ludgeoning, piercing, and slashing from nonmagical weapons","damage_vulnerabilities":"","condition_immunities":"charmed","abilities":"***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components At will tongues 3/day enhance ability","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ***Breath Weapon (Recharge 5-6).*** A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws. ***Multiattack.*** The dragon makes one bite attack and two claw attacks."} {"creature_name":"Young Red Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"10 (0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"11 (0)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":5900,"creature_cr":10,"languages":"common, draconic","skills":"Perception +8, Stealth +4","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"178 (17d10+85)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +9, WIS +4, CHA +8","damage_immunities":"fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Red Shadow Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"10 (0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"11 (0)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":10000,"creature_cr":13,"languages":"common, draconic","skills":"Perception +8, Stealth +8","speed":"40 ft., climb 40 ft., fly 80 ft.","hit_points":"178 (17d10+85)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +9, WIS +4, CHA +8","damage_immunities":"fire","damage_resistances":"necrotic","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Living Shadow.*** While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. ***Shadow Stealth.*** While in dim light or darkness, the dragon can take the Hide action as a bonus action. ***Sunlight Sensitivity.*** While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Shadow Breath (Recharge 5-6).*** The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control."} {"creature_name":"Young Remorhaz","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"13 (+1)","CON":"17 (+3)","INT":"3 (-4)","WIS":"10 (0)","CHA":"4 (-3)","creature_size":"large","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"","skills":"","speed":"30 ft., burrow 20 ft.","hit_points":"93 (11d10+33)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft.","saving_throws":"","damage_immunities":"cold, fire","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Heated Body.*** A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage."} {"creature_name":"Young Sea Dragon","creature_source":"Tome Of Beasts","STR":"21 (+5)","DEX":"10 (+0)","CON":"19 (+4)","INT":"15 (+2)","WIS":"13 (+1)","CHA":"17 (+3)","creature_size":"large","creature_type":"dragon","creature_alignment":"neutral evil","creature_xp":5000,"creature_cr":9,"languages":"common, draconic","skills":"Perception +9, Stealth +4","speed":"40 ft., fly 80 ft., swim 50 ft.","hit_points":"152 (16d10 + 64)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft. darkvision 120 ft., passive perception 19","saving_throws":"DEX +4, CON +8, WIS +5, CHA +7","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Amphibious.*** The dragon can breathe air and water. ***Siege Monster.*** The dragon deals double damage to objects ***and structures.***","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Tidal Breath (Recharge 5-6).*** The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."} {"creature_name":"Young Silver Dragon","creature_source":"Monster Manual","STR":"23 (+6)","DEX":"10 (0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"11 (0)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"lawful good","creature_xp":5000,"creature_cr":9,"languages":"common, draconic","skills":"Arcana +6, History +6, Perception +8, Stealth +4","speed":"40 ft., fly 80 ft.","hit_points":"168 (16d10+80)","armor_class":"18 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +4, CON +9, WIS +4, CHA +8","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas 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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Spinosaurus","creature_source":"Tome Of Beasts","STR":"23 (+6)","DEX":"11 (+0)","CON":"19 (+4)","INT":"2 (-4)","WIS":"11 (+0)","CHA":"8 (-1)","creature_size":"huge","creature_type":"beast","creature_alignment":"unaligned","creature_xp":1800,"creature_cr":5,"languages":"--","skills":"Perception +3","speed":"50 ft., swim 30 ft.","hit_points":"105 (10d12 + 40)","armor_class":"14 (natural armor)","senses":", passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Tamed.*** The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ***Multiattack.*** The spinosaurus makes one bite attack and two claw attacks."} {"creature_name":"Young Void Dragon","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"10 (+0)","CON":"21 (+5)","INT":"14 (+2)","WIS":"11 (+0)","CHA":"19 (+4)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":5000,"creature_cr":9,"languages":"common, draconic, void speech","skills":"Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4","speed":"40 ft., fly 80 ft. (hover)","hit_points":"157 (15d10 + 75)","armor_class":"18 (natural armor)","senses":", passive perception 18","saving_throws":"DEX +4, CON +9, WIS +4, CHA +8","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, frightened","abilities":"***Chill of the Void.*** Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. ***Void Dweller.*** As ancient void dragon. ***Void Twist.*** When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 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.","actions":"***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage. ***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons: ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***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 17 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. ***Gravitic Breath.*** The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. ***Stellar Flare Breath.*** The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."} {"creature_name":"Young White Dragon","creature_source":"Monster Manual","STR":"18 (+4)","DEX":"10 (0)","CON":"18 (+4)","INT":"6 (-2)","WIS":"11 (0)","CHA":"12 (+1)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":2300,"creature_cr":6,"languages":"common, draconic","skills":"Perception +6, Stealth +3","speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","hit_points":"133 (14d10+56)","armor_class":"17 (natural armor)","senses":"blindsight 30 ft., darkvision 120 ft.","saving_throws":"DEX +3, CON +7, WIS +3, CHA +4","damage_immunities":"cold","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Young Wind Dragon","creature_source":"Tome Of Beasts","STR":"20 (+5)","DEX":"19 (+4)","CON":"18 (+4)","INT":"14 (+2)","WIS":"13 (+1)","CHA":"16 (+3)","creature_size":"large","creature_type":"dragon","creature_alignment":"chaotic neutral","creature_xp":2300,"creature_cr":6,"languages":"common, draconic, primordial","skills":"Perception +7, Stealth +7","speed":"40 ft., fly 90 ft.","hit_points":"150 (16d10 + 62)","armor_class":"17 (natural armor)","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 17","saving_throws":"DEX +7, CON +7, WIS +4, CHA +6","damage_immunities":"lightning","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"charmed, exhausted, paralyzed, restrained","abilities":"***Fog Vision.*** The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components At will feather fall ***Uncontrollable.*** The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.","actions":"***Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ***Breath of Gales (Recharge 5-6).*** The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished. ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws."} {"creature_name":"Yuan-ti Abomination","creature_source":"Monster Manual","STR":"19 (+4)","DEX":"16 (+3)","CON":"17 (+3)","INT":"17 (+3)","WIS":"15 (+2)","CHA":"18 (+4)","creature_size":"large","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":2900,"creature_cr":7,"languages":"abyssal, common, draconic","skills":"Perception +5, Stealth +6","speed":"40 ft.","hit_points":"127 (15d10+45)","armor_class":"15 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Abomination Form Only).*** The yuan_ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan_ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day suggestion 1/day fear ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. ***Constrict.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target. ***Longbow (Abomination Form Only).*** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. ***Multiattack (Abomination Form Only).*** The yuan_ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. ***Scimitar (Abomination Form Only).*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."} {"creature_name":"Yuan-ti Anathema","creature_source":"Volos Guide","STR":"23 (+6)","DEX":"13 (+1)","CON":"19 (+4)","INT":"19 (+4)","WIS":"17 (+3)","CHA":"20 (+5)","creature_size":"huge","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":8400,"creature_cr":12,"languages":"abyssal, common, draconic","skills":"Perception +7, Stealth +5","speed":"40 ft., climb 30 ft., swim 30 ft.","hit_points":"189 (18d12+72)","armor_class":"16 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"acid, fire, lightning","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Anathema Form Only).*** The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components * At will animal friendship <\/i>(snakes only) * 3/day each darkness, entangle, fear, haste, suggestion, polymorph<\/i> * 1/day divine word<\/i> ***Magic Resistance.*** The anathema has advantage on saving throws against spells and other magical effects. ***Ophidiophobia Aura.*** Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened 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 this aura for the next 24 hours. ***Shapechanger.*** The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. ***Six Heads.*** The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious. ***Variant Acid Slime.*** As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. ***Variant Chameleon Skin.*** The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. ***Variant Shed Skin (1/Day).*** The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.","actions":"***Claw (Anathema Form Only).*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage. ***Constrict.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target. ***Flurry of Bites.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage. ***Multiattack (Anathema Form Only).*** The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack."} {"creature_name":"Yuan-ti Broodguard","creature_source":"Volos Guide","STR":"15 (+2)","DEX":"14 (+2)","CON":"14 (+2)","INT":"6 (-2)","WIS":"11 (0)","CHA":"4 (-3)","creature_size":"medium","creature_type":"humanoid (yuan-ti)","creature_alignment":"neutral evil","creature_xp":450,"creature_cr":2,"languages":"abyssal, common, draconic","skills":"Perception +2","speed":"30 ft.","hit_points":"45 (7d8+14)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft.","saving_throws":"STR +4, DEX +4, WIS +2","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Mental Resistance.*** The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it. ***Reckless.*** At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ***Variant Chameleon Skin.*** The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. ***Variant Shed Skin (1/Day).*** The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.","actions":"***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. ***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ***Multiattack.*** The broodguard makes three attacks: one with its bite and two with its claws."} {"creature_name":"Yuan-ti Malison Type 1","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":700,"creature_cr":3,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Yuan_ti Form Only).*** The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Malison Type.*** The yuan_ti has one of the following types Type 1 Human body with snake head Type 2 Human head and body with snakes for arms Type 3 Human head and upper body with a serpentine lower body instead of legs ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ***Longbow (Yuan_ti Form Only).*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. ***Multiattack (Yuan_ti Form Only).*** The yuan_ti makes two ranged attacks or two melee attacks, but can use its bite only once. ***Scimitar (Yuan_ti Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Yuan-ti Malison Type 2","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":700,"creature_cr":3,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Yuan_ti Form Only).*** The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Malison Type.*** The yuan_ti has one of the following types Type 1 Human body with snake head Type 2 Human head and body with snakes for arms Type 3 Human head and upper body with a serpentine lower body instead of legs ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ***Multiattack (Yuan_ti Form Only).*** The yuan_ti makes two bite attacks using its snake arms."} {"creature_name":"Yuan-ti Malison Type 3","creature_source":"Monster Manual","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":700,"creature_cr":3,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"66 (12d8+12)","armor_class":"12","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Yuan_ti Form Only).*** The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Malison Type.*** The yuan_ti has one of the following types Type 1 Human body with snake head Type 2 Human head and body with snakes for arms Type 3 Human head and upper body with a serpentine lower body instead of legs ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.","actions":"***Bite (Snake Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ***Constrict.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target. ***Longbow (Yuan_ti Form Only).*** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ***Multiattack (Yuan_ti Form Only).*** The yuan_ti makes two ranged attacks or two melee attacks, but can constrict only once. ***Scimitar (Yuan_ti Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {"creature_name":"Yuan-ti Mind Whisperer","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft. (penetrates magical darkness)","saving_throws":"WIS +4, CHA +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Yuan-ti Form Only).*** The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Mind Fangs (2/Day).*** The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ***Spellcasting (Yuan-ti Form Only).*** The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells Cantrips (at will) eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation 1st-3rd level (2 3rd-level slots) charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script ***Sseth's Blessing.*** When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points. ***Variant Chameleon Skin.*** The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. ***Variant Shed Skin (1/Day).*** The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. ***Multiattack (Yuan-ti Form Only).*** The yuan-ti makes one bite attack and one scimitar attack. ***Scimitar (Yuan-ti Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage."} {"creature_name":"Yuan-ti Nightmare Speaker","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":1100,"creature_cr":4,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"71 (13d8+13)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft. (penetrates magical darkness)","saving_throws":"WIS +3, CHA +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Death Fangs (2/Day).*** The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. ***Innate Spellcasting (Yuan-ti Form Only).*** The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day: suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ***Spellcasting (Yuan-ti Form Only).*** The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells Cantrip (at will) chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation 1st-3rd level (2 3rd-level slots) arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt ***Variant Chameleon Skin.*** The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. ***Variant Shed Skin (1/Day).*** The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.","actions":"***Constrict.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. ***Invoke Nightmare (Recharges after a Short or Long Rest).*** The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. ***Multiattack (Yuan-ti Form Only).*** The yuan-ti makes one constrict attack and one scimitar attack. ***Scimitar (Yuan-ti Form Only).*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage."} {"creature_name":"Yuan-ti Pit Master","creature_source":"Volos Guide","STR":"16 (+3)","DEX":"14 (+2)","CON":"13 (+1)","INT":"14 (+2)","WIS":"12 (+1)","CHA":"16 (+3)","creature_size":"medium","creature_type":"monstrosity (shapechanger","creature_alignment":"yuan-ti)","creature_xp":1800,"creature_cr":5,"languages":"abyssal, common, draconic","skills":"Deception +5, Stealth +4","speed":"30 ft.","hit_points":"88 (16d8+16)","armor_class":"14 (natural armor)","senses":"darkvision 120 ft. (penetrates magical darkness)","saving_throws":"WIS +3, CHA +5","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting (Yuan-ti Form Only).*** The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day: suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects. ***Poison's Disciple (2/Day).*** The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. ***Shapechanger.*** The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ***Spellcasting (Yuan-ti Farm Only).*** The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells Cantrips (at will) eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray 1st-3rd level (2 3rd-level slots) command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch ***Variant Chameleon Skin.*** The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. ***Variant Shed Skin (1/Day).*** The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.","actions":"***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. ***Merrshaulk's Slumber (1/Day).*** The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. ***Multiattack (Yuan-ti Form Only).*** The yuan-ti makes two bite attacks using its snake arms."} {"creature_name":"Yuan-ti Pureblood","creature_source":"Monster Manual","STR":"11 (0)","DEX":"12 (+1)","CON":"11 (0)","INT":"13 (+1)","WIS":"12 (+1)","CHA":"14 (+2)","creature_size":"medium","creature_type":"humanoid (yuan-ti)","creature_alignment":"neutral evil","creature_xp":200,"creature_cr":1,"languages":"abyssal, common, draconic","skills":"Deception +6, Perception +3, Stealth +3","speed":"30 ft.","hit_points":"40 (9d8)","armor_class":"11","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"poison","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Innate Spellcasting.*** The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components At will animal friendship (snakes only) 3/day each poison spray, suggestion ***Magic Resistance.*** The yuan-ti has advantage on saving throws against spells and other magical effects.","actions":"***Multiattack.*** The yuan-ti makes two melee attacks. ***Scimitar.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ***Shortbow.*** Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage."} {"creature_name":"Yusdrayl","creature_source":"Tales From The Yawning Portal","STR":"8 (-1)","DEX":"15 (+2)","CON":"14 (+2)","INT":"10 (0)","WIS":"10 (0)","CHA":"16 (+3)","creature_size":"small","creature_type":"humanoid (kobold)","creature_alignment":"lawful evil","creature_xp":200,"creature_cr":1,"languages":"common, draconic","skills":"Arcana +2, Insight +2, Stealth +4","speed":"30 ft.","hit_points":"16 (3d6+6)","armor_class":"12 (15 with mage armor)","senses":"darkvision 60 ft.","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Pack Tactics.*** Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. ***Source.*** tales from the yawning portal, page 248 ***Spellcasting.*** Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells Cantrips (at will) mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots) burning hands, chromatic orb, mage armor ***Sunlight Sensitivity.*** While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"***Dagger.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {"creature_name":"Zanskaran Viper","creature_source":"Tome Of Beasts","STR":"12 (+1)","DEX":"11 (+0)","CON":"18 (+4)","INT":"2 (-4)","WIS":"13 (+1)","CHA":"2 (-4)","creature_size":"large","creature_type":"beast","creature_alignment":"unaligned","creature_xp":200,"creature_cr":1,"languages":"--","skills":"","speed":"30 ft., climb 10 ft., swim 30 ft.","hit_points":"38 (4d10 + 16)","armor_class":"14 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success."} {"creature_name":"Zaratan","creature_source":"Mordenkainens Tome Of Foes","STR":"30 (+10)","DEX":"10 (0)","CON":"30 (+10)","INT":"2 (-4)","WIS":"21 (+5)","CHA":"18 (+4)","creature_size":"gargantuan","creature_type":"elemental","creature_alignment":"neutral","creature_xp":41000,"creature_cr":22,"languages":"-","skills":"","speed":"40 ft., swim 40 ft.","hit_points":"307 (15d20 + 150)","armor_class":"21 (natural armor)","senses":"darkvision 60 ft., tremorsense 60 ft., passive perception 15","saving_throws":"WIS +12, CHA +11","damage_immunities":"poison","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_vulnerabilities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, stunned","abilities":"***Earth-Shaking Movement.*** As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. ***Emerge (Costs 2 Actions)*** The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. ***Legendary Resistance (3/Day).*** If the zaratan fails a saving throw, it can choose to succeed instead. ***Magic Weapons.*** The zaratan's weapon attacks are magical. ***Move*** The zaratan moves up to its speed. ***Retract (Costs 2 Actions)*** The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. ***Revitalize (Costs 2 Actions)*** The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. ***Siege Monster.*** The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). The zaratan 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 zaratan regains spent legendary actions at the start of its turn. ***Spit (Costs 2 Actions)*** The zaratan uses Spit Rock. ***Stomp*** The zaratan makes one stomp attack.","actions":"***Bite*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. ***Multiattack*** The zaratan makes two attacks: one with its bite and one with its stomp. ***Spew Debris (Recharge 5-6)*** The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. ***Spit Rock*** Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. ***Stomp*** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage."} {"creature_name":"Zaratan","creature_source":"Tome Of Beasts","STR":"30 (+10)","DEX":"3 (-4)","CON":"28 (+9)","INT":"10 (+0)","WIS":"11 (+0)","CHA":"11 (+0)","creature_size":"gargantuan","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":90000,"creature_cr":26,"languages":"aquan","skills":"","speed":"10 ft., swim 50 ft.","hit_points":"507 (26d20 + 234)","armor_class":"25 (natural armor)","senses":"blindsight 120 ft., passive perception 10","saving_throws":"INT +8, WIS +8, CHA +8","damage_immunities":"cold, poison","damage_resistances":"fire, lightning, thunder; bludgeoning, piercing, slashing","damage_vulnerabilities":"","condition_immunities":"frightened, paralyzed, poisoned","abilities":"***Consume (2 actions).*** The zaratan makes one bite attack or uses Swallow. ***Endless Breath.*** The zaratan breathes air, but it can hold its breath for years. ***False Appearance.*** While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island. ***Fortified Shell.*** The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait. ***Move.*** The zaratan moves up to half its speed. ***Siege Monster.*** The zaratan does double damage to objects and structures. ***Swipe.*** The zaratan makes one flipper attack. ***The zaratan 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 zaratan regains spent legendary actions at the start of its turn.","actions":"***Bite.*** Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target. ***Flipper.*** Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan. ***Multiattack.*** The zaratan makes one bite attack and two flipper attacks. ***Swallow.*** The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone."} {"creature_name":"Zariel","creature_source":"Mordenkainens Tome Of Foes","STR":"27 (+8)","DEX":"24 (+7)","CON":"28 (+9)","INT":"26 (+8)","WIS":"27 (+8)","CHA":"30 (+10)","creature_size":"large","creature_type":"fiend (devil)","creature_alignment":"lawful evil","creature_xp":90000,"creature_cr":26,"languages":"all, telepathy 120 ft.","skills":"Intimidation +18, Perception +16","speed":"50 ft., fly 150 ft.","hit_points":"580 (40d10 + 360)","armor_class":"21 (natural armor)","senses":"darkvision 120 ft., passive perception 26","saving_throws":"INT +16, WIS +16, CHA +18","damage_immunities":"necrotic, poison","damage_resistances":"cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Devil's Sight.*** Magical darkness doesn't impede Zariel's darkvision. ***Immolating Gaze (Costs 2 Actions)*** Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. ***Innate Spellcasting.*** Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components * At will alter self <\/i>(can become Medium when changing her appearance), detect evil and good, fireball, invisibility <\/i>(self only), wall of fire<\/i> * 3/day each blade barrier, dispel evil and good, finger of death<\/i> ***Legendary Resistance (3/Day).*** If Zariel fails a saving throw, she can choose to succeed instead. ***Magic Resistance.*** Zariel has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). ***Regeneration.*** Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. Zariel 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. Zariel regains spent legendary actions at the start of her turn. ***Teleport*** Zariel uses her Teleport action.","actions":"***Horrid Touch (Recharge 5-6)*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Javelin*** Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. ***Longsword*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands. ***Multiattack*** Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. ***Teleport*** Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see."} {"creature_name":"Zi Liang","creature_source":"Storm Kings Thunder","STR":"12 (+1)","DEX":"15 (+2)","CON":"11 (0)","INT":"14 (+2)","WIS":"16 (+3)","CHA":"11 (0)","creature_size":"medium","creature_type":"humanoid (shou human)","creature_alignment":"chaotic good","creature_xp":10,"creature_cr":0,"languages":"common, elvish, goblin","skills":"Acrobatics +4, Athletics +3, Perception +5, Stealth +4","speed":"30 ft.","hit_points":"22 (5d8)","armor_class":"15","senses":"passive perception 15","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours. **Ideal ** \"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\" **Bond ** \"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\" **Flaw ** \"I don't trust authority. I do what my heart says is right.\" ***Unarmored Defense.*** While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.","actions":"***Multiattack.*** Zi makes two melee attacks. ***Quarterstaff.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with both hands. ***Sling.*** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Zi carries twenty sling stones."} {"creature_name":"Zimwi","creature_source":"Tome Of Beasts","STR":"13 (+1)","DEX":"18 (+4)","CON":"19 (+4)","INT":"6 (-2)","WIS":"9 (-1)","CHA":"7 (-2)","creature_size":"medium","creature_type":"giant","creature_alignment":"chaotic evil","creature_xp":1100,"creature_cr":4,"languages":"giant","skills":"Perception +1","speed":"40 ft.","hit_points":"76 (9d8 + 36)","armor_class":"17 (natural armor)","senses":"darkvision 60 ft., passive perception 11","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 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 zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11). ***Multiattack.*** The zimwi makes one claws attack and one bite attack."} {"creature_name":"Zmey","creature_source":"Tome Of Beasts","STR":"22 (+6)","DEX":"13 (+1)","CON":"19 (+4)","INT":"16 (+3)","WIS":"16 (+3)","CHA":"12 (+1)","creature_size":"huge","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":11500,"creature_cr":14,"languages":"common, draconic, elvish, sylvan","skills":"Perception +8","speed":"30 ft., fly 50 ft., swim 30 ft.","hit_points":"189 (18d12 + 72)","armor_class":"18 (natural armor)","senses":"blindsight 60 ft., darkvision 90 ft., passive perception 18","saving_throws":"CON +9, WIS +8, CHA +6","damage_immunities":"","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Amphibious.*** The zmey can breathe air and water. ***Bite.*** The zmey makes a bite attack. ***Lake Leap.*** A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving. ***Legendary Resistance (1/Day).*** If the zmey fails a saving throw, it can count it as a success instead. ***Multiheaded.*** The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies. ***Regeneration.*** The zmey regains 15 hit points 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. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head. ***Spawn Headling.*** The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation. ***Tail Attack.*** The zmey makes a tail attack. ***The zmey can take 1 legendary action per head, 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. ***Trample.*** The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.","actions":"***Bite.*** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage. ***Claws.*** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. ***Fire Breath (Recharge 5-6).*** The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures. ***Multiattack.*** The zmey makes one bite attack per head and one claws attack. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Zmey Headling","creature_source":"Tome Of Beasts","STR":"16 (+3)","DEX":"10 (+0)","CON":"1 (-5)","INT":"8 (-1)","WIS":"16 (+3)","CHA":"8 (-1)","creature_size":"medium","creature_type":"dragon","creature_alignment":"chaotic evil","creature_xp":1800,"creature_cr":5,"languages":"common, draconic, sylvan","skills":"","speed":"30 ft., swim 20 ft.","hit_points":"105 (14d8 + 42), regeneration 5/round","armor_class":"16 (natural armor)","senses":"darkvision 60 ft., passive perception 13","saving_throws":"","damage_immunities":"","damage_resistances":"cold, fire","damage_vulnerabilities":"","condition_immunities":"paralyzed, unconscious","abilities":"***Amphibious.*** The zmey headling can breathe air and water. ***Regeneration.*** The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate.","actions":"***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ***Fire Breath (Recharge 5-6).*** The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. ***Multiattack.*** The zmey headline makes one bite attack and one claws attack. ***Tail.*** Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {"creature_name":"Zombie","creature_source":"Monster Manual","STR":"13 (+1)","DEX":"6 (-2)","CON":"16 (+3)","INT":"3 (-4)","WIS":"6 (-2)","CHA":"5 (-3)","creature_size":"medium","creature_type":"undead","creature_alignment":"neutral evil","creature_xp":50,"creature_cr":0.25,"languages":"understands all languages it spoke in life but can't speak","skills":"","speed":"20 ft.","hit_points":"22 (3d8+9)","armor_class":"8","senses":"darkvision 60 ft.","saving_throws":"WIS +0","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"poisoned","abilities":"***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.","actions":"***Slam.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage."} {"creature_name":"Zorbo","creature_source":"Tomb Of Annihilation","STR":"13 (+1)","DEX":"11 (0)","CON":"13 (+1)","INT":"3 (-4)","WIS":"12 (+1)","CHA":"7 (-2)","creature_size":"small","creature_type":"monstrosity","creature_alignment":"unaligned","creature_xp":100,"creature_cr":0.5,"languages":"","skills":"Athletics +3","speed":"30 ft., climb 30 ft.","hit_points":"27 (6d6 +6)","armor_class":"10 (see Natural Armor feature)","senses":"passive perception 1","saving_throws":"","damage_immunities":"","damage_resistances":"","damage_vulnerabilities":"","condition_immunities":"","abilities":"***Magic Resistance.*** The zorbo has advantage on saving throws against spells and other magical effects. ***Natural Armor.*** The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10.","actions":"***Destructive Claws.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 +1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC , it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative -1 penalty to the AC it offers, and the zorbo gains a +l bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed."} {"creature_name":"Zuggtmoy","creature_source":"Mordenkainens Tome Of Foes","STR":"22 (+6)","DEX":"15 (+2)","CON":"18 (+4)","INT":"20 (+5)","WIS":"19 (+4)","CHA":"24 (+7)","creature_size":"large","creature_type":"fiend (demon)","creature_alignment":"chaotic evil","creature_xp":50000,"creature_cr":23,"languages":"all, telepathy 120 ft.","skills":"Perception +11","speed":"30 ft.","hit_points":"304 (32d10 + 128)","armor_class":"18 (natural armor)","senses":"truesight 120 ft., passive perception 21","saving_throws":"DEX +9, CON +11, WIS +11","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_resistances":"cold, fire, lightning","damage_vulnerabilities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","abilities":"***Attack*** Zuggtmoy makes one pseudopod attack. ***Exert Will*** One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates. ***Innate Spellcasting.*** Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components * At will detect magic, locate animals or plants, ray of sickness<\/i> * 3/day each dispel magic, ensnaring strike, entangle, plant growth<\/i> * 1/day each etherealness, teleport<\/i> ***Legendary Resistance (3/Day).*** If Zuggtmoy fails a saving throw, she can choose to succeed instead. ***Magic Resistance.*** Zuggtmoy has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** Zuggtmoy's weapon attacks are magical. Zuggtmoy 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. Zuggtmoy regains spent legendary actions at the start of her turn.","actions":"***Infestation Spores (3/Day)*** Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual). ***Mind Control Spores (Recharge 5-6)*** Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores. ***Multiattack*** Zuggtmoy makes three pseudopod attacks. ***Pseudopod*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage."}