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5e-SRD-Monsters-volo.json
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[
{
"index": 1,
"name": "Banderhobb",
"ref": "Volo p.122",
"size": "Large",
"type": "monstrosity",
"subtype": "",
"alignment": "neutral evil",
"armor_class": 15,
"hit_points": 84,
"hit_dice": "8d10",
"speed": "30 ft.",
"strength": 20,
"dexterity": 12,
"constitution": 20,
"intelligence": 11,
"wisdom": 14,
"charisma": 8,
"Athletics": 8,
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "charmed, frightened",
"senses": "darkvision 120 ft., passive Perception 12",
"languages": "understands Common and the languages of its creator, but can't speak",
"challenge_rating": 5,
"actions": [
{
"name": "Bite",
"desc": "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",
"attack_bonus": 8,
"damage_dice": "5d6",
"damage_type": "piercing",
"damage_bonus": 5
},
{
"name": "Tongue",
"desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving 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.",
"attack_bonus": 8,
"damage_dice": "3d6",
"damage_type": "necrotic",
"damage_bonus": 0
},
{
"name": "Swallow",
"desc": "The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature 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 O hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature 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.",
"attack_bonus": 8,
"damage_dice": "3d6",
"damage_type": "necrotic",
"damage_bonus": 0
},
{
"name": "Shadow Step",
"desc": "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.",
"attack_bonus": 0,
"damage_dice": "",
"damage_type": "",
"damage_bonus": 0
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 2,
"name": "Barghest",
"ref": "Volo p.123",
"size": "Large",
"type": "fiend",
"subtype": "shapechanger",
"alignment": "neutral evil",
"armor_class": 17,
"hit_points": 90,
"hit_dice": "12d10",
"speed": "60 ft. (30 feet in goblin form)",
"strength": 19,
"dexterity": 15,
"constitution": 14,
"intelligence": 13,
"wisdom": 12,
"charisma": 14,
"deception": 4,
"intimidation": 4,
"perception": 5,
"Stealth" : 4,
"damage_vulnerabilities": "",
"damage_resistances": "cold, fire, lightning, bludgeoning, piercing and slashing from non magical attacks",
"damage_immunities": "acid, poison",
"condition_immunities": "poisoned",
"senses": "blindsight 60 ft., darkvision 60 ft., passive Perception 15",
"languages": "Abyssal, Common, Goblin, Infernal, telepathy 60 ft.",
"challenge_rating": 4,
"special_abilities": [
{
"name": "Polymorph (goblin)",
"desc": "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."
}
],
"actions": [
{
"name": "Bite",
"desc": "Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
},
{
"name": "Claw",
"desc": "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 3,
"name": "Death Kiss",
"ref": "Volo",
"size": "Large",
"type": "aberration",
"subtype": "Beholder",
"alignment": "neutral evil",
"armor_class": 16,
"hit_points": 161,
"hit_dice": "17d10",
"speed": " 0 ft., fly 30 ft. (hover) ",
"strength": 18,
"dexterity": 14,
"constitution": 18,
"intelligence": 10,
"wisdom": 12,
"charisma": 10,
"skills" : "Perception +5",
"saves" : "Con +8, Wis +5",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "lightning",
"condition_immunities": "prone",
"senses": "darkvision 120 ft., passive Perception 15",
"languages": "Deep Speech, Undercommon",
"challenge_rating": 10,
"special_abilities": [
{
"name": "",
"desc": ""
}
],
"actions": [
{
"name": "Multiattack",
"desc": "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."
},
{
"name": "Tentacle",
"desc": "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."
},
{
"name": "Blood Drain",
"desc": "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 (4dl0) lightning damage, and the death kiss regains half as many hit points."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 4,
"name": "Gauth",
"ref": "Volo",
"size": "Medium",
"type": "aberration",
"subtype": "Beholder",
"alignment": "lawful evil",
"armor_class": 15,
"hit_points": 67,
"hit_dice": "9d8",
"speed": " 0 ft., fly 20 ft. (hover) ",
"strength": 10,
"dexterity": 14,
"constitution": 16,
"intelligence": 15,
"wisdom": 15,
"charisma": 13,
"skills" : "Perception +5",
"saves" : "Int +5, Wis +5, Cha +4",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "prone",
"senses": "darkvision 120 ft., passive Perception 15",
"languages": "Deep Speech, Undercommon",
"challenge_rating": 6,
"special_abilities": [
{
"name": "Stunning Gaze",
"desc": "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. 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 gauth until the start ofits 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."
},
{
"name": "Death Throes",
"desc": "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."
}
],
"actions": [
{
"name": "Bite",
"desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage."
},
{
"name": "Eye Rays",
"desc": "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 (4dl0) fire damage. 5. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for l 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 l 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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 5,
"name": "Gazer",
"ref": "Volo",
"size": "Tiny",
"type": "aberration",
"subtype": "Beholder",
"alignment": "neutral evil",
"armor_class": 13,
"hit_points": 13,
"hit_dice": "3d4",
"speed": " 0 ft., fly 30 ft. (hover) ",
"strength": 3,
"dexterity": 17,
"constitution": 14,
"intelligence": 3,
"wisdom": 10,
"charisma": 7,
"skills" : "Perception +4, Stealth +5",
"saves" : "Wis +2",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "prone",
"senses": "darkvision 60 ft., passive Perception 14",
"languages": "Deep Speech, Undercommon",
"challenge_rating": 0.5,
"special_abilities": [
{
"name": "Aggressive",
"desc": "As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see."
},
{
"name": "Mimicry",
"desc": "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": [
{
"name": "Bite",
"desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (0d4 + 1) piercing damage."
},
{
"name": "Eye Rays",
"desc": "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: 1. 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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 6,
"name": "Bodak",
"ref": "Volo",
"size": "medium",
"type": "undead",
"subtype": "",
"alignment": "chaotic evil",
"armor_class": 15,
"hit_points": 58,
"hit_dice": "9d8",
"speed": "30 ft.",
"strength": 15,
"dexterity": 16,
"constitution": 15,
"intelligence": 7,
"wisdom": 12,
"charisma": 12,
"skills" : "Perception +4, Stealth +6",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "cold, fire, necrotic; bludgeoning, piercing and slashing from nonmagical attacks",
"damage_immunities": "lightning, poison",
"condition_immunities": "charmed, frightened, poisoned",
"senses": "darkvision 120 ft., passive Perception 14",
"languages": "Abyssal, the languages it knew in life",
"challenge_rating": 6,
"special_abilities": [
{
"name": "Aura ofAnnihilation",
"desc": "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 O 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."
},
{
"name": "Sunlight Hypersensitivity",
"desc": "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": [
{
"name": "Fist",
"desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8} necrotic damage"
},
{
"name": "Withering Gaze",
"desc": "One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4dl0) necrotic damage on a failed save, or half as much damage on a successful one. "
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 7,
"name": "Boggle",
"ref": "Volo",
"size": "small",
"type": "fey",
"subtype": "",
"alignment": "chaotic neutral",
"armor_class": 14,
"hit_points": 18,
"hit_dice": "4d6",
"speed": "30 ft., climb 30 ft.",
"strength": 8,
"dexterity": 18,
"constitution": 13,
"intelligence": 6,
"wisdom": 12,
"charisma": 7,
"skills" : "Perception +3, Sleight of Hand +6, Stealth +6",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "fire",
"damage_immunities": "lightning, poison",
"condition_immunities": "charmed, frightened, poisoned",
"senses": "darkvision 60 ft., passive Perception 13",
"languages": "Sylvan",
"challenge_rating": 0.125,
"special_abilities": [
{
"name": "Dimensional Rift",
"desc": "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 ~an 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."
},
{
"name": "Uncanny Smell",
"desc": "The boggle has advantage on Wisdom (Perception) checks that rely on smell."
}
],
"actions": [
{
"name": "Pummel",
"desc": "Melee Weapon Attack:+1 to hit, reach 5 ft., one target. Hit: 2 (1d6 + 1) bludgeoning damage."
},
{
"name": "Oil Puddle",
"desc": "The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for l 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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 8,
"name": "Catoblepas",
"ref": "Volo",
"size": "large",
"type": "monstrosity",
"subtype": "",
"alignment": "unaligned",
"armor_class": 14,
"hit_points": 84,
"hit_dice": "8d8",
"speed": "30 ft.",
"strength": 19,
"dexterity": 12,
"constitution": 21,
"intelligence": 3,
"wisdom": 14,
"charisma": 8,
"skills" : "",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "darkvision 60 ft., passive Perception 12",
"languages": "",
"challenge_rating": 5,
"special_abilities": [
{
"name": "Dimensional Rift",
"desc": "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 ofthe 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": [
{
"name": "Tail",
"desc": "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."
},
{
"name": "Death Ray",
"desc": "(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 O hit points by this ray."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 9,
"name": "Cave Fisher",
"ref": "Volo",
"size": "medium",
"type": "monstrosity",
"subtype": "",
"alignment": "unaligned",
"armor_class": 16,
"hit_points": 58,
"hit_dice": "9d8",
"speed": "20 ft., climb 20 ft.",
"strength": 16,
"dexterity": 13,
"constitution": 14,
"intelligence": 3,
"wisdom": 10,
"charisma": 3,
"skills" : "Perception +2, Stealth +5",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "blindsight 60 ft., passive Perception 12",
"languages": "",
"challenge_rating": 3,
"special_abilities": [
{
"name": "Adhesive Filament",
"desc": "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 deals no damage to the cave fisher, which can extrude a replacement filament on its next turn."
},
{
"name": "Flammable Blood",
"desc": "If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage."
},
{
"name": "Spider Climb",
"desc": "The cave fisher can climb difficult surfaces including upside down on ceilings, without needing to make an ability check."
}
],
"actions": [
{
"name": "Multiattack",
"desc": "The cave fisher makes two attacks with its claws."
},
{
"name": "Claw",
"desc": "Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 10 (2d6 + 3) slashing damage."
},
{
"name": "Filament",
"desc": "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 S 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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 10,
"name": "Chitines",
"ref": "Volo",
"size": "small",
"type": "monstrosity",
"subtype": "",
"alignment": "chaotic evil",
"armor_class": 14,
"hit_points": 18,
"hit_dice": "4d6",
"speed": "30 ft., climb 30 ft.",
"strength": 10,
"dexterity": 14,
"constitution": 12,
"intelligence": 10,
"wisdom": 10,
"charisma": 7,
"skills" : "Athletics +4, Stealth +4",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "darkvision 60 ft., passive Perception 10",
"languages": "Undercommon",
"challenge_rating": 0.5,
"special_abilities": [
{
"name": "Fey Ancestry",
"desc": "The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep."
},
{
"name": "Sunlight Sensitivity",
"desc": "While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
},
{
"name": "Web Sense",
"desc": "While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web."
},
{
"name": "Web Walker",
"desc": "The chitine ignores movement restrictions caused by webbing"
}
],
"actions": [
{
"name": "Multiattack",
"desc": "The chitine makes three attacks with its daggers."
},
{
"name": "Dagger",
"desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 11,
"name": "Choldriths",
"ref": "Volo",
"size": "medium",
"type": "monstrosity",
"subtype": "",
"alignment": "chaotic evil",
"armor_class": 15,
"hit_points": 66,
"hit_dice": "12d8",
"speed": "30 ft., climb 30 ft.",
"strength": 12,
"dexterity": 16,
"constitution": 12,
"intelligence": 11,
"wisdom": 14,
"charisma": 10,
"skills" : "Athletics +5, Religion +2, Stealth +5",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "darkvision 60 ft., passive Perception 12",
"languages": "Undercommon",
"challenge_rating": 3,
"special_abilities": [
{
"name": "Fey Ancestry",
"desc": "The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep."
},
{
"name": "Spellcasting",
"desc": "The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: Cantrips (at will) : guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, healing word, sanctuary, shield offaith 2nd level (1 slots): hold person, spiritual weapon (dagger)"
},
{
"name": "Sunlight Sensitivity",
"desc": "While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
},
{
"name": "Web Sense",
"desc": "While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web."
},
{
"name": "Web Walker",
"desc": "The choldrith ignores movement restrictions caused by webbing"
},
{
"name": "Spider Climb",
"desc": "The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
}
],
"actions": [
{
"name": "Dagger",
"desc": " 20/60 ft ., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage."
},
{
"name": "Web",
"desc": "(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)."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 12,
"name": "Cranium Rats",
"ref": "Volo",
"size": "tiny",
"type": "beast",
"subtype": "",
"alignment": "lawful evil",
"armor_class": 12,
"hit_points": 2,
"hit_dice": "1d4",
"speed": "30 ft.",
"strength": 14,
"dexterity": 10,
"constitution": 9,
"intelligence": 14,
"wisdom": 10,
"charisma": 15,
"skills" : "",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "bludgeoning, piercing, slashing",
"damage_immunities": "",
"condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned ",
"senses": "darkvision 30 ft., passive Perception 10",
"languages": "telepathy 30 ft.",
"challenge_rating": 5,
"special_abilities": [
{
"name": "Illumination",
"desc": "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 offeet equal to the chosen radius), or extinguish the light."
},
{
"name": "Innate Spellcasting (Psionics)",
"desc": "The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm 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": [
{
"name": "Bite",
"desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (0d6 + 1) piercing damage."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 13,
"name": "Darkling",
"ref": "Volo",
"size": "small",
"type": "fey",
"subtype": "",
"alignment": "chaotic neutral",
"armor_class": 14,
"hit_points": 13,
"hit_dice": "3d6",
"speed": "30 ft.",
"strength": 9,
"dexterity": 16,
"constitution": 12,
"intelligence": 10,
"wisdom": 12,
"charisma": 10,
"skills" : "Acrobatics +5, Deception +2, Perception +5, Stealth +7",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
"languages": "Elvish, Sylvan",
"challenge_rating": 0.5,
"special_abilities": [
{
"name": "Death Flash",
"desc": "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."
},
{
"name": "Light Sensiti11ity",
"desc": "While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
}
],
"actions": [
{
"name": "Dagger",
"desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 14,
"name": "Darkling Elder",
"ref": "Volo",
"size": "medium",
"type": "fey",
"subtype": "",
"alignment": "chaotic neutral",
"armor_class": 14,
"hit_points": 27,
"hit_dice": "5d8",
"speed": "30 ft.",
"strength": 13,
"dexterity": 17,
"constitution": 12,
"intelligence": 10,
"wisdom": 14,
"charisma": 13,
"skills" : "Acrobatics +5, Deception +3, Perception +6, Stealth +7",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16",
"languages": "Elvish, Sylvan",
"challenge_rating": 2,
"special_abilities": [
{
"name": "Death Burn",
"desc": "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": [
{
"name": "Multiattack",
"desc": "The darkling elder makes two melee attacks."
},
{
"name": "Shortsword",
"desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage."
},
{
"name": "Darkness",
"desc": "(Recharges after a Short or Long Rest). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 15,
"name": "Deep Scion",
"ref": "Volo",
"size": "medium",
"type": "humanoid",
"subtype": "shapechanger",
"alignment": "neutral evil",
"armor_class": 11,
"hit_points": 67,
"hit_dice": "3d6",
"speed": "30 ft. (20 ft. and swim 40 ft. in hybrid form)",
"strength": 18,
"dexterity": 13,
"constitution": 16,
"intelligence": 10,
"wisdom": 12,
"charisma": 14,
"skills" : "Deception +6, Insight +3, Sleight of Hand +3, Stealth +3",
"saves" : "Wis +3, Cha +4",
"damage_vulnerabilities": "",
"damage_resistances": "",
"damage_immunities": "",
"condition_immunities": "",
"senses": "darkvision 120 ft., passive Perception 11",
"languages": "Aquan, Common, thieves' cant",
"challenge_rating": 3,
"special_abilities": [
{
"name": "Shapechanger",
"desc": "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. Amphibious (Hybrid Form Only). The deep scion can breathe air and water."
}
],
"actions": [
{
"name": "Multiattack",
"desc": "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."
},
{
"name": "Battleaxe",
"desc": "(Humanoid Form Only) Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."
},
{
"name": "Bite",
"desc": "(Hybrid Form Only) Melee Weapon Attack: +6 to hit, reach S ft., one creature. Hit: 6 (1d4 + 4) piercing damage."
},
{
"name": "Claw",
"desc": "(Hybrid Form Only) Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 7 (1d6 + 4) slashing damage."
},
{
"name": "Psychic Screech",
"desc": "(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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 16,
"name": "Babau",
"ref": "Volo",
"size": "medium",
"type": "fiend",
"subtype": "demon",
"alignment": "chaotic evil",
"armor_class": 16,
"hit_points": 82,
"hit_dice": "11d8",
"speed": "40 ft.",
"strength": 19,
"dexterity": 16,
"constitution": 16,
"intelligence": 11,
"wisdom": 12,
"charisma": 13,
"skills" : "Perception +5, Stealth +5",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
"damage_immunities": "poison",
"condition_immunities": "poisoned",
"senses": "darkvision 120 ft., passive Perception 15",
"languages": "Abyssal",
"challenge_rating": 4,
"special_abilities": [
{
"name": "Innate Spellcasting",
"desc": "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"
}
],
"actions": [
{
"name": "Multiattack",
"desc": "The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks."
},
{
"name": "Claw",
"desc": " Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."
},
{
"name": "Spear", "desc": "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 when used with two hands to make a melee attack."
},
{
"name": "Weakening Gaze",
"desc": "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 l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 17,
"name": "Maw Demon",
"ref": "Volo",
"size": "medium",
"type": "fiend",
"subtype": "demon",
"alignment": "chaotic evil",
"armor_class": 13,
"hit_points": 33,
"hit_dice": "6d8",
"speed": "30 ft.",
"strength": 14,
"dexterity": 8,
"constitution": 13,
"intelligence": 5,
"wisdom": 8,
"charisma": 5,
"skills" : "",
"saves" : "",
"damage_vulnerabilities": "",
"damage_resistances": "cold, fire, lightning",
"damage_immunities": "poison",
"condition_immunities": "charmed, frightened, poisoned",
"senses": "darkvision 60 ft., passive Perception 9",
"languages": "understands Abyssal but can't speak",
"challenge_rating": 1,
"special_abilities": [
{
"name": "Rampage",
"desc": " When it reduces a creature to O 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": [
{
"name": "Bite",
"desc": "Melee Weapon Attack: +4 to hit, reach 5 ft_, one target. Hit: 11 (2d8 + 2) piercing damage."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 18,
"name": "Shoosuva",
"ref": "Volo",
"size": "large",
"type": "fiend",
"subtype": "demon",
"alignment": "chaotic evil",
"armor_class": 14,
"hit_points": 110,
"hit_dice": "13d10",
"speed": "40 ft.",
"strength": 18,
"dexterity": 13,
"constitution": 17,
"intelligence": 7,
"wisdom": 14,
"charisma": 9,
"skills" : "",
"saves" : "Dex +4, Con +6, Wis +5",
"damage_vulnerabilities": "",
"damage_resistances": "cold, fire, lightning, bludgeoning; piercing, and slashing from nonmagical attacks",
"damage_immunities": "poison",
"condition_immunities": "charmed, frightened, poisoned",
"senses": "darkvision 60 ft., passive Perception 12",
"languages": "Abyssal, Gnoll, telepathy 120 ft.",
"challenge_rating": 8,
"special_abilities": [
{
"name": "Rampage",
"desc": "When it reduces a creature to O 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": [
{
"name": "Multiattack",
"desc": "The shoosuva makes two attacks: one with its bite and one with its tail stinger."
},
{
"name": "Bite",
"desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4dl0 + 4) piercing damage."
},
{
"name": "Tail Stinger",
"desc": "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 poi soned. While poiso ned, 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."
}
],
"legendary_actions": [{
"name": "",
"desc": "",
"attack_bonus": 0
}]
},
{
"index": 18,
"name": "Devourer",
"ref": "Volo",
"size": "large",
"type": "fiend",
"subtype": "",
"alignment": "chaotic evil",
"armor_class": 16,
"hit_points": 178,
"hit_dice": "17d10",