list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.

GET /v1/monsters/?format=api&ordering=-alignment&page=13
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-alignment&page=14",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-alignment&page=12",
    "results": [
        {
            "slug": "befouled-weird",
            "desc": "Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot._  \n**Corrupted Water Elementals.** When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas.  \n**Exiles to the Material Plane.** Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to Open Game License",
            "name": "Befouled Weird",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 60
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The befouled weird makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Drown in Filth (Recharge 4-6)",
                    "desc": "A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). 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 weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freeze",
                    "desc": "If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Parasitic Amoebas",
                    "desc": "A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Unclean",
                    "desc": "If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute."
                },
                {
                    "name": "Water Form",
                    "desc": "The befouled weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_befouled-weird/"
        },
        {
            "slug": "bleakheart",
            "desc": "A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.",
            "name": "Bleakheart",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Disheartening Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Steal Joy (Recharge 5-6)",
                    "desc": "Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indiscernible in Shadows",
                    "desc": "While in dim light or darkness, the bleakheart is invisible."
                },
                {
                    "name": "Silent Entry (3/Day)",
                    "desc": "As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"
                }
            ],
            "spell_list": [],
            "page_no": 43,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bleakheart/"
        },
        {
            "slug": "bloated-ghoul",
            "desc": "Bloated ghouls are Open Game License",
            "name": "Bloated Ghoul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "19d8+57",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bloated ghoul makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws 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.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6+3"
                },
                {
                    "name": "Hideous Feast",
                    "desc": "The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Unholy Stench",
                    "desc": "When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bloated-ghoul/"
        },
        {
            "slug": "bloodstone-sentinel",
            "desc": "A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._  \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies.  \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores.  \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals.  \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.",
            "name": "Bloodstone Sentinel",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "11d10+48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creators but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bloodstone sentinel makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Lure",
                    "desc": "When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt."
                },
                {
                    "name": "Blood Reservoir",
                    "desc": "The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 45,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bloodstone-sentinel/"
        },
        {
            "slug": "boneshard-wraith",
            "desc": "A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._  \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void.  \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.",
            "name": "Boneshard Wraith",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 15,
                "hover": true,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "any languages it knew in life, Void Speech",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make 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."
                },
                {
                    "name": "Spectral Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+3"
                },
                {
                    "name": "Boneshard Cyclone (Recharge 5-6)",
                    "desc": "The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) 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 a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The boneshard 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."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 46,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_boneshard-wraith/"
        },
        {
            "slug": "brachyura-shambler",
            "desc": "The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish._  \n**Purveyors of Mud.** Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter.  \n**Related to the Sporous Crab.** The brachyura often share living space with the Open Game License",
            "name": "Brachyura Shambler",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Brachyura",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+2"
                },
                {
                    "name": "Diseased Spit",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.",
                    "attack_bonus": 3,
                    "damage_dice": "2d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Puncturing Claws",
                    "desc": "A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 49,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brachyura-shambler/"
        },
        {
            "slug": "brain-hood",
            "desc": "A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.",
            "name": "Brain Hood",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Merge with Beast",
                    "desc": "If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brain-hood/"
        },
        {
            "slug": "cackling-skeleton",
            "desc": "The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Cackling Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 26,
            "hit_dice": "4d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Mock (Recharge 5-6)",
                    "desc": "The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cackle",
                    "desc": "The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."
                },
                {
                    "name": "Turn Vulnerability",
                    "desc": "The cackling skeleton has disadvantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cackling-skeleton/"
        },
        {
            "slug": "cadaver-sprite",
            "desc": "The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License",
            "name": "Cadaver Sprite",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 20
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 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.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Corrupting Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Invisibility",
                    "desc": "The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 55,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cadaver-sprite/"
        },
        {
            "slug": "cavefish-zombie",
            "desc": "This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it._  \n**Aquatic Adaptations.** The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.  \n**Decay.** The cavefish zombie’s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot. This rot results in a horrific odor, which follows them whether they are in water or on land.  \n**Undead Nature.** A cavefish zombie doesn’t require air, food, drink, or sleep.",
            "name": "Cavefish Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 37,
            "hit_dice": "5d8+15",
            "speed": {
                "swim": 40,
                "walk": 20
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the cavefish zombie 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 zombie's Stench for 24 hours."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the cavefish zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 384,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cavefish-zombie/"
        },
        {
            "slug": "chill-haunt",
            "desc": "This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.",
            "name": "Chill Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Shivering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cryophobia",
                    "desc": "Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."
                },
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The chill haunt 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."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_chill-haunt/"
        },
        {
            "slug": "crocotta",
            "desc": "A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth._  \n**Disturbing Grin.** The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds.  \n**Dog Hater.** The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape.  \n**Oracular Eyes.** The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell.",
            "name": "Crocotta",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from metal weapons",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed",
            "senses": "passive Perception 15",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check."
                },
                {
                    "name": "Paralyzing Gaze",
                    "desc": "When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn.\n\nA 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 crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save.\n\nCanines are immune to the crocotta's Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw."
                },
                {
                    "name": "Pounce",
                    "desc": "If the crocotta 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 prone, the crocotta can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 75,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_crocotta/"
        },
        {
            "slug": "darakhul-spy",
            "desc": "The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.",
            "name": "Darakhul Spy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 5,
                "perception": 4,
                "stealth": 7,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful 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. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the darakhul spy 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."
                },
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The darakhul 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 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_darakhul-spy/"
        },
        {
            "slug": "de-ogen",
            "desc": "A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage._  \n**Spirits of Vengeance and Flame.** De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them.  \n**Undead Companions.** A de ogen is usually accompanied by Open Game License",
            "name": "De Ogen",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Burning Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The de ogen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Transfixing Gaze",
                    "desc": "When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn.\n\nA 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 de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.\n\nCreatures immune to being frightened are immune to the de ogen's Transfixing Gaze."
                },
                {
                    "name": "Wilting Passage",
                    "desc": "The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_de-ogen/"
        },
        {
            "slug": "death-barque",
            "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License",
            "name": "Death Barque",
            "size": "Gargantuan",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "swim": 50,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 23,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Darakhul, Deep Speech",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death barque makes three attacks: one with its bite and two with its tail smash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10+5"
                },
                {
                    "name": "Tail Smash",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Shrapnel Burst",
                    "desc": "The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Necrotic Breath (Recharge 5-6)",
                    "desc": "The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The death barque is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The death barque has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The death barque deals double damage to objects and structures."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The death barque has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_death-barque/"
        },
        {
            "slug": "death-vulture",
            "desc": "The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak._  \nDeath vultures are giant birds transformed by their diet of undead flesh.  \n**Mutated Monstrosities.** When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly.  \n**Massive Meat Appetites.** Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry.  \n**Necromancer Neighbors.** Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.",
            "name": "Death Vulture",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "fly": 60,
                "walk": 10
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death vulture makes two attacks: one with its beak and one with its talons."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Decaying Breath (Recharge 6)",
                    "desc": "The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Awful Stench",
                    "desc": "The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The vulture has advantage on attack rolls against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 81,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_death-vulture/"
        },
        {
            "slug": "deathweaver",
            "desc": "The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web._  \nDeathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs.  \n**Allied Evil.** Deathweavers are often found in league with other intelligent, evil creatures. A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors.  \n**Web Spawn.** The deathweaver’s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a Open Game License",
            "name": "Deathweaver",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d12+30",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Deep Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathweaver makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned this way.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. 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 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver's control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The deathweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the deathweaver knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The deathweaver ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The deathweaver'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:\nAt will: chill touch\n3/day each: darkness, ray of enfeeblement\n1/day: vampiric touch"
                }
            ],
            "spell_list": [],
            "page_no": 83,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_deathweaver/"
        },
        {
            "slug": "derendian-moth-abomination",
            "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._  \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.",
            "name": "Derendian Moth Abomination",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d12+80",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+1"
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Wings of the Primal Tender (1/Day)",
                    "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The Derendian moth abomination 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. Spent legendary actions are regained at the start of each turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The abomination makes a Perception check."
                },
                {
                    "name": "Pursue",
                    "desc": "The abomination moves its flying speed."
                },
                {
                    "name": "Lay Eggs (Costs 2 Actions)",
                    "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies."
                }
            ],
            "special_abilities": [
                {
                    "name": "Antennae",
                    "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Assimilation",
                    "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The Derendian moth abomination's weapon attacks are magical."
                },
                {
                    "name": "Unbound",
                    "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_derendian-moth-abomination/"
        },
        {
            "slug": "destroyer",
            "desc": "The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army._  \nThe largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes.  \n**Shield Wall.** Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect.  \n**Necrotic Lore.** Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.",
            "name": "Destroyer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "satarre",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "scale mail",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "athletics": 5,
                "history": 2,
                "intimidation": 3,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Void Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The satarre destroyer makes two attacks: one with its greataxe and one with its claw."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 4 (1d8) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.",
                    "attack_bonus": 5,
                    "damage_dice": "1d12+3"
                },
                {
                    "name": "Spear",
                    "desc": "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.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Commander",
                    "desc": "As a bonus action, the destroyer commands an undead ally within 30 feet of it to use a reaction to make one attack against a creature the destroyer attacked this round."
                },
                {
                    "name": "Void Strength",
                    "desc": "The destroyer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Void Weapons",
                    "desc": "The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_destroyer/"
        },
        {
            "slug": "dimensional-shambler",
            "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.",
            "name": "Dimensional Shambler",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 21,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "athletics": 10,
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Drag Through",
                    "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Look Between",
                    "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."
                },
                {
                    "name": "Maddening Form",
                    "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."
                },
                {
                    "name": "Step Between",
                    "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/"
        },
        {
            "slug": "diminution-drake",
            "desc": "The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion._  \nThis draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell.  \n**Shrinking Hunter.** The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey.  \n**Hunters of Sport.** Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.",
            "name": "Diminution Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "13d8+13",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, poisoned",
            "senses": "blindsight 30 ft., passive Perception 17",
            "languages": "understands Common and Draconic but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes two claw attacks and one stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "In One Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one Tiny target. Hit: The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target's hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies.\n\nWhile it has a creature swallowed, the diminution drake can't reduce its size below Medium. If the diminution drake dies, a swallowed creature's hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature's size to no smaller than Tiny.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Shrinking Breath (Recharge 5-6)",
                    "desc": "The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn't reduced in size. This breath can reduce a creature's size to no smaller than Tiny."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Change Scale",
                    "desc": "As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can't use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The diminution drake has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 121,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_diminution-drake/"
        },
        {
            "slug": "emperors-hyena",
            "desc": "A choking cackle escapes the throat of the hyena. As it steps forward, patches of fur fall off of it, revealing bone and rotting muscle._  \nAs their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor. With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning.  \n**Gifts from the God of Death.** The method of creation of emperor’s hyenas was a gift given directly to the emperor by the god of death and has been entrusted to only a few necromancers. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor is seldom seen without a pair of emperor’s hyenas by his side. When he moves publicly, every available emperor’s hyena is deployed to ensure his safety.  \n**Voice of the Emperor.** Emperor’s hyenas often deliver messages when the emperor needs a messenger hardier than a Open Game License",
            "name": "Emperor’s Hyena",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common and Darakhul but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The emperor's hyena makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Black Breath (Recharge 5-6)",
                    "desc": "The emperor's hyena breathes a 15-foot cone of noxious black vapor. Each creature in the area that isn't an undead or a construct must make a DC 12 Constitution saving throw, taking 14 (4d6) 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 creature gains one level of exhaustion. This exhaustion lasts until the creature finishes a short or long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The emperor's hyena has advantage on attack rolls against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the emperor's hyena 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 the emperor's hyena's Stench for 24 hours."
                },
                {
                    "name": "Turning Resistance",
                    "desc": "The emperor's hyena has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 135,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_emperors-hyena/"
        },
        {
            "slug": "faceless-wanderer",
            "desc": "The robed figure formed of tattered shadows and swirling darkness has a bone-white, featureless oval disk where its face should be._  \n**Corporeal Shadow.** Faceless wanderers are creatures made of solid darkness. They are spawned from the Void whenever the minds of a large group of sentient creatures are broken or twisted as a result of exposure to the Void or its denizens. The minds and memories of living creatures draw them to mortal realms.  \n**Memory Eater.** The faceless wanderers survive by stealing memories from sentient humanoids and create new faceless wanderers when they completely drain a humanoid of its memories. Curiously, faceless wanderers don’t harm young humanoids and sometimes even aid them. Scholars speculate this odd behavior is because children possess fewer memories than adults.  \n**Void Traveler.** The faceless wanderer doesn’t require air, food, drink, sleep, or ambient pressure.",
            "name": "Faceless Wanderer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "fly": 30,
                "walk": 0,
                "hover": true
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, exhaustion, poisoned, prone",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The faceless wanderer makes two attacks, but it can use its Memory Drain only once."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Memory Drain",
                    "desc": "The faceless wanderer drains memories from an adult creature within 30 feet of it. The target must make a DC 13 Intelligence saving throw. On a failure, the target takes 14 (4d6) psychic damage and its Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. A humanoid slain in this way rises 1d4 hours later as a new faceless wanderer. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, the target takes half the damage and its Intelligence score isn't reduced."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Memory Loss",
                    "desc": "A creature that sees or interacts with a faceless wanderer must make a DC 11 Wisdom saving throw 1 minute after the faceless wanderer leaves. On a failure, the details of the faceless wanderer and the events surrounding its appearance rapidly fade away from the creature's mind, including the presence of the faceless wanderer."
                },
                {
                    "name": "Regeneration",
                    "desc": "The faceless wanderer regains 5 hp at the start of its turn. If a creature hasn't failed the saving throw of the faceless wanderer's Memory Drain within the last 1 minute, this trait doesn't function until a creature fails it. If a faceless wanderer is reduced to 0 hp while it is still capable of regenerating, its body dissipates into vapor and reforms 1d10 days later somewhere in the Void. Otherwise, it is permanently destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 139,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_faceless-wanderer/"
        },
        {
            "slug": "flayed-wraith",
            "desc": "This flying creature looks like the disembodied skin of a once-living person. Its mouth is twisted into a tortured scream, and its eyes gleam a baleful blue._  \n**Tortured to Death.** Flayed wraiths come into being when certain dark energies are present at the moment when an individual is tortured to death. Unlike typical Open Game License",
            "name": "Flayed Wraith",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 9,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, paralyzed, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "any languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The flayed wraith uses its Howl of Agony. It then makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (2d4) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Howl of Agony",
                    "desc": "The wraith screams its pain into the mind of one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is incapacitated as it doubles over in pain. On a success, the target takes half the damage and isn't incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the flayed wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Torturer",
                    "desc": "When the flayed wraith reduces a creature to 0 hp, it knocks out the creature, which falls unconscious and is stable."
                }
            ],
            "spell_list": [],
            "page_no": 151,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_flayed-wraith/"
        },
        {
            "slug": "forest-emperor",
            "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._  \n**Born of Dragons.** When a particularly hardy Open Game License",
            "name": "Forest Emperor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "nature": 6,
                "perception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Common, Giant",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Acidic Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Toxic Nectar Spray (Recharge 5-6)",
                    "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Rattle",
                    "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_forest-emperor/"
        },
        {
            "slug": "galidroo",
            "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License",
            "name": "Galidroo",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 90 ft., passive Perception 18",
            "languages": "Deep Speech, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Prophetic Screech (Recharge 5-6)",
                    "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Lassitude",
                    "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."
                },
                {
                    "name": "Selective Precognition",
                    "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."
                },
                {
                    "name": "Two-Headed",
                    "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_galidroo/"
        },
        {
            "slug": "gaunt-one",
            "desc": "This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._  \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones.  \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums.  \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.",
            "name": "Gaunt One",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Extract Heart",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing",
                    "desc": "The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing."
                }
            ],
            "spell_list": [],
            "page_no": 163,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_gaunt-one/"
        },
        {
            "slug": "ghoul-bat",
            "desc": "This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets amongst darakhul and can be found both in colonies and alone throughout the underworld.",
            "name": "Ghoul Bat",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 14,
            "hit_dice": "4d6",
            "speed": {
                "fly": 30,
                "walk": 5
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "blindsight 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving  throw or be paralyzed until the end of its next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation",
                    "desc": "The ghoul bat can't use its blindsight while deafened."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The ghoul bat has advantage on Wisdom (Perception) checks that rely on hearing. Undead Nature. Ghoul bats don't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ghoul-bat/"
        },
        {
            "slug": "graveyard-dragon",
            "desc": "This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._  \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.  \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste.  \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.  \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.",
            "name": "Graveyard Dragon",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The graveyard dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Aura",
                    "desc": "At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon."
                },
                {
                    "name": "Elemental Resistance",
                    "desc": "The graveyard dragon has resistance to the type of damage dealt by its breath weapon."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones."
                },
                {
                    "name": "Reassemble Bones",
                    "desc": "As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks."
                }
            ],
            "spell_list": [],
            "page_no": 183,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_graveyard-dragon/"
        },
        {
            "slug": "greater-lunarchidna",
            "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License",
            "name": "Greater Lunarchidna",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, Elvish",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lunarchidna makes two attacks: one with its bite and one with its claws. If the lunarchidna hits a Medium or smaller target with both attacks on the same turn, the target is restrained by webbing and the lunarchidna uses Wrap Up."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, ranged 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 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)."
                },
                {
                    "name": "Wrap Up",
                    "desc": "The lunarchidna wraps up a Medium or smaller creature restrained by webbing. The wrapped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the lunarchidna's turns or take 5 (1d4 + 3) bludgeoning damage. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The lunarchidna can have only one creature wrapped at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Web Walker",
                    "desc": "The lunarchidna ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lunarchidna is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 242,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_greater-lunarchidna/"
        },
        {
            "slug": "heggarna",
            "desc": "The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger._  \n**Night Terrors.** Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement.  \n**Hidden Fear.** During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.",
            "name": "Heggarna",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 40,
            "hit_dice": "9d4+18",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, telepathy 30 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Dream Rift (Recharge 5-6)",
                    "desc": "The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn't incapacitated."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn't end when the heggarna uses Dream Eating.\n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cat Sneak",
                    "desc": "While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat."
                },
                {
                    "name": "Dream Eating",
                    "desc": "As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target's Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target's Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma.\n\nWhile attached, the heggarna fills the target's dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn't gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens.\n\nThe heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target's Charisma by 8 or if the target dies."
                }
            ],
            "spell_list": [],
            "page_no": 196,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_heggarna/"
        },
        {
            "slug": "hoard-drake",
            "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._  \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs.  \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.",
            "name": "Hoard Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "arcana": 6,
                "history": 6,
                "nature": 6,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoard drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Midas Breath (Recharge 6)",
                    "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Miser's Fury",
                    "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard."
                },
                {
                    "name": "Treasure Sense",
                    "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hoard-drake/"
        },
        {
            "slug": "hongaek",
            "desc": "A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._  \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison.  \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet.  \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.",
            "name": "Hongaek",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 5,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "medicine": 5,
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Auran, Common, Deep Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hongaek makes two attacks with its vaporous tentacles."
                },
                {
                    "name": "Vaporous Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 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.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Invisibility",
                    "desc": "The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Exacerbate Affliction",
                    "desc": "The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition."
                },
                {
                    "name": "Gas Form",
                    "desc": "The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids."
                },
                {
                    "name": "Prolong Affliction",
                    "desc": "Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hongaek/"
        },
        {
            "slug": "ichor-ooze",
            "desc": "Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward._  \nIchor oozes are vengeful slimes created by the destruction of fiends.  \n**Born from Destroyed Fiends.** When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strong-willed, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge.  \n**Revenge Seekers.** Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a Open Game License",
            "name": "Ichor Ooze",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "swim": 20,
                "walk": 20,
                "climb": 20
            },
            "strength": 15,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 7,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Hurl Mote",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (1d6 + 2) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Life Drain",
                    "desc": "One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ooze has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sense Destroyer",
                    "desc": "The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ichor-ooze/"
        },
        {
            "slug": "incarnate-gloom",
            "desc": "This inky black cloud exudes a terrible chill and seems to tear at the soul, inducing a feeling of despondency and loneliness._  \n**Despair Given Form.** Incarnate glooms result when a group of at least a dozen people suffer from hopelessness and die without receiving any relief from the feeling. This collective negative emotion coalesces into a nebulous form that seeks out more despair.  \n**Whispers in the Darkness.** An incarnate gloom takes perverse pleasure in picking off members of a large group one at a time. It surrounds a chosen victim and telepathically imparts a sense of isolation on its quarry.  \n**Will-o’-Wisp Symbiosis.** Incarnate glooms work with Open Game License",
            "name": "Incarnate Gloom",
            "size": "Gargantuan",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d20+16",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 4,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 10,
                "stealth": 9
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Common, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The incarnate gloom makes three attacks with its despairing touch."
                },
                {
                    "name": "Despairing Touch",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) psychic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6+5"
                },
                {
                    "name": "Engulf in Shadow",
                    "desc": "The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the gloom enters a creature's space, the creature must make a DC 18 Dexterity saving throw.\n\nOn a successful save, the creature can choose to sidestep to just outside the gloom's space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.\n\nOn a failed save, the gloom enters the creature's space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion, and is engulfed in shadow. The engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom's turns. When the gloom moves, the engulfed creature doesn't move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Calm Vulnerability",
                    "desc": "The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn't further affected by that casting of the spell."
                },
                {
                    "name": "Deepening Gloom",
                    "desc": "A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. 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 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The incarnate gloom 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."
                }
            ],
            "spell_list": [],
            "page_no": 213,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_incarnate-gloom/"
        },
        {
            "slug": "kachlian",
            "desc": "This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples._  \n**Otherborn.** Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth.  \n**Eater of Souls.** The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a Open Game License",
            "name": "Kachlian",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d12+60",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "stunned, paralyzed, prone",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kachlian makes three attacks with its tentacles."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Consume Soul",
                    "desc": "A creature slain by the kachlian can't be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\nCantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp\n1st level (4 slots): detect magic, hideous laughter, identify, magic missile\n2nd level (3 slots): blindness/deafness, darkness, see invisibility\n3rd level (3 slots): counterspell, slow\n4th level (1 slots): confusion"
                }
            ],
            "spell_list": [],
            "page_no": 219,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kachlian/"
        },
        {
            "slug": "kaveph",
            "desc": "This massive purple creature, with legs like tree trunks and a pair of enormous arms, shakes the ground with its footsteps. Its eyeless head is bulbous, with an elongated mouth that is almost snout-like._  \n**Allies of the Ghasts of Leng.** The kaveph are massive creatures that originate from the lightless underground of the  \n**Plateau of Leng.** They are usually found in the company of the Open Game License",
            "name": "Kaveph",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 10",
            "languages": "Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kaveph makes two smash attacks."
                },
                {
                    "name": "Smash",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10+5"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Revenge",
                    "desc": "When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Rampage",
                    "desc": "When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack."
                }
            ],
            "spell_list": [],
            "page_no": 225,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kaveph/"
        },
        {
            "slug": "kelp-drake",
            "desc": "The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._  \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects.  \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License",
            "name": "Kelp Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "swim": 50,
                "walk": 20
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 6,
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Deathroll",
                    "desc": "The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water."
                },
                {
                    "name": "Binding Bile (Recharge 6)",
                    "desc": "The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aggressive",
                    "desc": "As a bonus action, the drake can move up to its speed toward a hostile creature that it can see."
                },
                {
                    "name": "Limited Amphibiousness",
                    "desc": "The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kelp-drake/"
        },
        {
            "slug": "lesser-lunarchidna",
            "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License",
            "name": "Lesser Lunarchidna",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, Elvish",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lunarchidna makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Light Sensitivity",
                    "desc": "While in bright light, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the lunarchidna can take the Hide action as a bonus action."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 242,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_lesser-lunarchidna/"
        },
        {
            "slug": "liminal-drake",
            "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._  \n**Void Dragon Offspring.** When an Open Game License",
            "name": "Liminal Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 204,
            "hit_dice": "24d10+72",
            "speed": {
                "fly": 80,
                "walk": 0,
                "hover": true
            },
            "strength": 7,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liminal drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Stellar Breath (Recharge 5-6)",
                    "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one."
                },
                {
                    "name": "Warp Space",
                    "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Nauseating Luminance",
                    "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save."
                },
                {
                    "name": "Void Dweller",
                    "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_liminal-drake/"
        },
        {
            "slug": "luck-leech",
            "desc": "The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._  \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.  \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.  \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.",
            "name": "Luck Leech",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 8,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The luck leech makes two biting arm attacks."
                },
                {
                    "name": "Biting Arms",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Feast of Fortune (Recharge 6)",
                    "desc": "Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Leech Luck",
                    "desc": "If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time."
                },
                {
                    "name": "Reserve of Fortune",
                    "desc": "If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points."
                },
                {
                    "name": "Turn Luck",
                    "desc": "As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure."
                }
            ],
            "spell_list": [],
            "page_no": 241,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_luck-leech/"
        },
        {
            "slug": "marsh-dire",
            "desc": "This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body._  \n**Drowned Dead.** Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as Open Game License",
            "name": "Marsh Dire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 11,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marsh dire makes three attacks: two with its claws and one with its strangling vine."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Strangling Vine",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can't breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire's turns. The marsh dire has three vines, each of which can grapple only one target.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cloying Stench",
                    "desc": "Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire's Cloying Stench for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_marsh-dire/"
        },
        {
            "slug": "mydnari",
            "desc": "This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive._  \n**Sightless Alchemists.** The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes.  \n**Bound in Jelly.** Each mydnari enters into a symbiotic relationship with a mutated strain of Open Game License",
            "name": "Mydnari",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 4,
                "intimidation": 4,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Acid Glob",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid 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.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound in Jelly",
                    "desc": "The mydnari and its jelly are wholly reliant on each other. If the mydnari's jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait."
                },
                {
                    "name": "Jelly Symbiosis",
                    "desc": "A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage."
                },
                {
                    "name": "Ooze Empathy",
                    "desc": "A mydnari can use its Animal Handling skill on ooze-type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mydnari/"
        },
        {
            "slug": "mystic",
            "desc": "Dressed in clean, dark robes, its claws swirling in arcane gestures, the pale reptilian sends a bolt of energy from the Void at its foes._  \nSatarre mystics are creatures with tight awareness of nearby living creatures’ fates. They rely on magic and the ability to speak words of decay to control lesser creatures. Mystics’ minds are always turned to destruction and death, though they hold their own lives more dear than that of their fellow satarres, be they non-combatant drones, rampaging destroyers, or others.  \n**Easily Distracted.** Satarre mystics are known for their ability to ponder and cogitate on larger concerns, even in the midst of a conversation with strangers or a battle with foes. Sometimes these distractions lead them to a great insight and a clever countermove; other times they are easily surprised, captured, or fooled by a shining bit of magic or an unknown arcane device.  \n**Perpetual Incantations.** Satarre mystics seem to somehow maintain a steady stream of muttered sounds. Sometimes these take a brief physical form, such as a glowing rune of destruction that circles a mystic’s head or drifts from its maker and falls apart in midair.  \n**Planar Lore and Tools.** Satarre mystics are well-versed in angelic, elemental, and fiendish magic and other arcana, although they do not perform all of these themselves. They often find and use magical items looted from their victims, or command elemental or fiendish minions using Void Speech.",
            "name": "Mystic",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "satarre",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "arcana": 5,
                "intimidation": 3,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Void Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice."
                },
                {
                    "name": "Void Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Void Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Unveil (1/Day)",
                    "desc": "The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Deflection",
                    "desc": "When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keeper of Secrets",
                    "desc": "The satarre mystic has advantage on all Intelligence (Arcana) checks related to the planes and planar travel."
                },
                {
                    "name": "Levitate",
                    "desc": "As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn't need to concentrate to continue levitating each round."
                },
                {
                    "name": "Planar Commander",
                    "desc": "As a bonus action, the mystic commands an angel, elemental, or fiend ally within 30 feet of it to use a reaction to make one attack against a creature that dealt damage to the mystic in the previous round."
                },
                {
                    "name": "Void Fortitude",
                    "desc": "If damage reduces the satarre mystic to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead."
                },
                {
                    "name": "Void Weapons",
                    "desc": "The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mystic/"
        },
        {
            "slug": "naizu-ha",
            "desc": "The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible._  \n**Daggers Personified.** The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets.  \n**Impartial Betrayers.** A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor.  \n**Bloody Biers.** To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.",
            "name": "Naizu-Ha",
            "size": "Small",
            "type": "Fey",
            "subtype": "kami",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d6+54",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, grappled",
            "senses": "passive Perception 10",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage."
                },
                {
                    "name": "Scissor Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Scythe Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Dagger Legs",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blunting Ambiance",
                    "desc": "Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result."
                },
                {
                    "name": "Dagger Form (1/Day)",
                    "desc": "As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Tripping Charge",
                    "desc": "If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 223,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_naizu-ha/"
        },
        {
            "slug": "orphan-of-the-black",
            "desc": "Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer._  \n**Neglectful Beginnings.** Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy.  \n**Problem with Authority.** Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.",
            "name": "Orphan of the Black",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 49,
            "hit_dice": "9d6+18",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orphan of the black makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Incite Violence (Recharge 5-6)",
                    "desc": "The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn't affected by the orphan's Incite Violence."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forbiddance",
                    "desc": "An orphan of the black can't enter a residence without an invitation from one of the occupants."
                },
                {
                    "name": "Sense Law",
                    "desc": "An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it."
                },
                {
                    "name": "Transmit Pain",
                    "desc": "A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage."
                }
            ],
            "spell_list": [],
            "page_no": 286,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_orphan-of-the-black/"
        },
        {
            "slug": "ortifex",
            "desc": "A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it._  \n**Vampiric Hunters.** An ortifex’s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass.  \n**Harvested from Giants and Dragons.** Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts. Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed.  \n**Agents of Oppression.** When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood.  \n**Undead Nature.** An ortifex doesn’t require air, food, drink, or sleep.",
            "name": "Ortifex",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "fly": 30,
                "walk": 0,
                "hover": true
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Blood Siphon (Recharge 6)",
                    "desc": "The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains temporary hp equal to the single highest amount of necrotic damage dealt. If it gains temporary hp from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifex's temporary hp can't exceed half its hp maximum. A creature that doesn't have blood is immune to Blood Siphon."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Bearer",
                    "desc": "A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifex's current temporary hp, regaining hp equal to that amount. The ortifex then loses temporary hp equal to that amount."
                },
                {
                    "name": "Blood Sense",
                    "desc": "The ortifex can pinpoint the location of creatures that aren't constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."
                },
                {
                    "name": "Hypnotic Heartbeat",
                    "desc": "A creature that can hear the ortifex's heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, it is incapacitated and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success.\n\nUnless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifex's heartbeat, it must immediately make the saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 287,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ortifex/"
        },
        {
            "slug": "pal-rai-yuk",
            "desc": "This lengthy, two-headed, serpentine creature has three dorsal fins and six legs._  \n**Degenerate Dragons.** Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity’s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water.  \n**Forgotten Meals.** By some quirk of the pal-rai-yuk’s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren’t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others’ memories, leaving victims with a deep sense of isolation as they are slowly digested.  \n**Endlessly Hungry.** The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation.",
            "name": "Pal-Rai-Yuk",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d12+42",
            "speed": {
                "burrow": 40,
                "swim": 60,
                "walk": 40
            },
            "strength": 21,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pal-rai-yuk makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The pal-rai-yuk has two heads, each of which can grapple only one target.",
                    "attack_bonus": 8,
                    "damage_dice": "4d10+5"
                },
                {
                    "name": "Swallow",
                    "desc": "The pal-rai-yuk makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is restrained, it has total cover against attacks and other effects outside the pal-rai-yuk, and it takes 18 (4d8) acid damage at the start of each of the pal-rai-yuk's turns. The pal-rai-yuk can have up to three Medium or smaller creatures swallowed at a time.\n\nThe swallowed creature can see outside of the pal-rai-yuk, but it can't target those outside the pal-rai-yuk with spells or cast spells or use features that allow it to leave the pal-rai-yuk's stomach. In addition, nothing can physically pass through the pal-rai-yuk's stomach, preventing creatures inside the stomach from making attack rolls against creatures outside the stomach.\n\nIf the pal-rai-yuk takes 20 damage or more on a single turn from a creature inside it, the pal-rai-yuk must succeed on a DC 16 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 pal-rai-yuk. If the pal-rai-yuk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forgotten Prey",
                    "desc": "A creature that starts its turn grappled by the pal-rai-yuk must succeed on a DC 16 Charisma saving throw or be invisible and inaudible to all creatures other than the pal-rai-yuk. In addition, when the pal-rai-yuk swallows a creature, each of that creature's allies within 1 mile of the pal-rai-yuk must succeed on a DC 16 Wisdom saving throw or forget the swallowed creature's existence. At the end of each of the creature's turns, it can repeat the saving throw, remembering the swallowed creature on a success."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The pal-rai-yuk can hold its breath for 1 hour."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pal-rai-yuk has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Two Heads",
                    "desc": "The pal-rai-yuk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 291,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_pal-rai-yuk/"
        },
        {
            "slug": "pale-screamer",
            "desc": "This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._  \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions.  \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes.  \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License",
            "name": "Pale Screamer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d8+21",
            "speed": {
                "swim": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, cold, force",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 13",
            "languages": "Deep Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pale screamer makes two tentacle attacks. If both attacks hit the same target, 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."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Scream of the Deep (Recharge 6)",
                    "desc": "The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The pale screamer can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_pale-screamer/"
        },
        {
            "slug": "primal-oozer",
            "desc": "This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls._  \n**Natives of the Swamp.** Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing.  \n**Kinship with Mydnari.** Primal oozers have a natural kinship with Open Game License",
            "name": "Primal Oozer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 10,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Acidic Slime",
                    "desc": "A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage."
                },
                {
                    "name": "Ooze Plague",
                    "desc": "The primal oozer's barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature's skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn't under the primal oozer's control, but it views the primal oozer as an ally."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Slimy Body",
                    "desc": "The primal oozer has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_primal-oozer/"
        }
    ]
}