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

GET /v1/monsters/?format=api&ordering=-armor_class&page=22
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=-armor_class&page=23",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-armor_class&page=21",
    "results": [
        {
            "slug": "magnetic-elemental",
            "desc": "The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it._  \nMagnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer.  \n**Smooth Stone.** Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons.  \n**Iron Summons.** Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby.  \n**Elemental Nature.** The magnetic elemental doesn’t require air, food, drink, or sleep.",
            "name": "Magnetic Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "burrow": 20,
                "fly": 20,
                "hover": true,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "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, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 10",
            "languages": "Terran",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The magnetic elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Magnetic Pulse (Recharge 4-6)",
                    "desc": "The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental's Pulse. \n* Pull. Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can't be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elemental's Armor Class increases by 1 for each creature grappled in this way. \n* Push. Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn't pushed. A creature grappled by the elemental has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Controlled Polarity",
                    "desc": "The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll."
                },
                {
                    "name": "Magnetism",
                    "desc": "When the magnetic elemental moves, Medium and smaller metal objects that aren't being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental's space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental. Objects made of gold and silver are unaffected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "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_magnetic-elemental/"
        },
        {
            "slug": "onyx-magistrate",
            "desc": "This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._  \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment.  \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License",
            "name": "Onyx Magistrate",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "fly": 30,
                "walk": 0,
                "hover": true
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "insight": 8,
                "intimidation": 8,
                "perception": 8,
                "persuasion": 8,
                "religion": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, psychic",
            "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice."
                },
                {
                    "name": "Scepter",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Necrotic Ray",
                    "desc": "Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8+4"
                },
                {
                    "name": "Dire Judgement (1/Day)",
                    "desc": "Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tip the Scales (Recharge 5-6)",
                    "desc": "The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The onyx magistrate is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The onyx magistrate has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The onyx magistrate's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 276,
            "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_onyx-magistrate/"
        },
        {
            "slug": "ophidiotaur",
            "desc": "This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands._  \n**Born from Corruption.** An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities.  \n**Servants of Serpents.** Ophidiotaurs serve evil nagas, Open Game License",
            "name": "Ophidiotaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "swim": 30,
                "walk": 50
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ophidiotaur makes two attacks: one with its bite and one with its glaive."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 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": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Poisoned Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Call Serpents (1/Day)",
                    "desc": "The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur's choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ophidiotaur has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 282,
            "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_ophidiotaur/"
        },
        {
            "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": "peat-mammoth",
            "desc": "This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground._  \n**Elephantine Plant Mound.** The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass.  \n**Spirit-infused.** Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it.  \n**Swamp Gas Hazard.** The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.",
            "name": "Peat Mammoth",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 6,
            "constitution": 21,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, necrotic",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The peat mammoth makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d8+7"
                },
                {
                    "name": "Engulf",
                    "desc": "The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the mammoth enters a creature's space, the creature must make a DC 17 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mammoth enters the creature's space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth's turns. When the mammoth moves, engulfed creatures move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Slow Burn",
                    "desc": "When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth's saturated body douses the fire at the end of the peat mammoth's turn. Creatures engulfed by the mammoth don't take fire damage from this effect.\n\nIf the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw."
                },
                {
                    "name": "Swamp Camouflage",
                    "desc": "The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 293,
            "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_peat-mammoth/"
        },
        {
            "slug": "pine-doom",
            "desc": "A living pine tree festooned with pinecones featuring razor-sharp edges looks balefully at the intrusion upon its solitude._  \n**Gruff Forest Protector.** Pine dooms are typically the largest plants in their groves, towering over ordinary pine trees. They see themselves as responsible for the wellbeing of their forests. They manage the growth of trees under their protection, clear out underbrush, and kill destructive vermin, allowing their groves to prosper. They have an inborn distrust of humanoids, but if a creature entering their forests seems genuinely in trouble, pine dooms allow them to seek shelter. They retaliate strongly, however, if someone takes advantage of their charity.  \n**Mobile Groves.** Similar to Open Game License",
            "name": "Pine Doom",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 7,
            "constitution": 21,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "nature": 8,
                "perception": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Sap-filled Pinecone",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.",
                    "attack_bonus": 9,
                    "damage_dice": "2d4+5"
                },
                {
                    "name": "Flurry of Pinecones (Recharge 6)",
                    "desc": "Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing 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": "False Appearance",
                    "desc": "While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree."
                },
                {
                    "name": "Sticky Pine Tar",
                    "desc": "A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can't be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The pine doom deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_pine-doom/"
        },
        {
            "slug": "radiant-spark-swarm",
            "desc": "A large cloud composed of tiny glowing sparks of fire floats silently through the air._  \n**Origin of Planar Instability.** Radiant spark swarms form when the border lands between the Plane of Fire and the Upper Planes experience some sort of instability. This instability might be caused by a regional anomaly, war between the gods themselves, magical upheaval, or some other calamity. Thousands of radiant sparks are created at once in massive conflagrations of radiant energy. They are then left to wander the planes alone. These creatures are most often found in the border lands between planes, but they have been known to appear in the Material Plane after accessing it through magical portals. They seldom wander back to their planes of origin and are almost always destroyed at some point during their eternal wanderings.  \n**Hunger for Magic.** Radiant spark swarms are drawn to magic for reasons that aren’t fully understood, for they can neither use it, nor do they truly devour it. Instead, when they sense powerful magic nearby, they instinctually move toward it, as though its very presence is comforting to them. As creatures that are neither particularly intelligent nor evil, their interest in the living usually has to do with the magic spellcasters carry, which draws the sparks close. Unfortunately, the owner of the magic that drew them is often caught in the midst of the swarm, which is inherently harmful.  \n**Elemental Nature.** A radiant spark swarm doesn’t require air, food, drink, or sleep.",
            "name": "Radiant Spark Swarm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 15,
            "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, piercing, slashing",
            "damage_immunities": "fire, poison, radiant",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Radiant Sparks",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 9 (2d8) radiant damage plus 9 (2d8) fire damage, or 4 (1d8) radiant damage plus 4 (1d8) fire damage if the swarm has half of its hp or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Drawn to Magic",
                    "desc": "The radiant spark swarm can pinpoint the location of magical items within 60 feet of it. If the swarm starts its turn within 60 feet of a magic item, it moves to that magic item and hovers around it. If the item is being worn or carried by a creature, the swarm attacks that creature. If multiple magic items are within 60 feet of the swarm, it moves to the item that is most rare. If more than one item is most rare, choose randomly among them."
                },
                {
                    "name": "Burning Radiance",
                    "desc": "A creature that touches the radiant spark swarm, starts its turn in the swarm's space, or hits the swarm with a melee attack while within 5 feet of it takes 2 (1d4) radiant damage and 2 (1d4) fire damage."
                },
                {
                    "name": "Illumination",
                    "desc": "The radiant spark swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 305,
            "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_radiant-spark-swarm/"
        },
        {
            "slug": "rock-roach",
            "desc": "The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone._  \n**Rock Eaters.** The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach’s metabolism is slow to match its tedious eating process. Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren’t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins.  \n**Naturally Hostile.** Rock roaches are instinctually hostile to anything that wanders near them, including each other. The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then dispersing once they are large enough to defend themselves.  \n**Valuable Carapace.** The carapace of a rock roach is sought after by some groups of underground humanoids. Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace.",
            "name": "Rock Roach",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 6,
            "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": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 8",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rock roach makes two bite attacks. Alternatively, it can use Acid Spit twice."
                },
                {
                    "name": "Acid Spit",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) acid damage, and the target takes 3 (1d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dual Brain",
                    "desc": "The rock roach has two brains: one in its head and one in its abdomen. It can continue functioning normally, even if its head is removed or destroyed. While both its brains are intact, the rock roach uses its Constitution modifier instead of its Intelligence modifier when making Intelligence saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "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_rock-roach/"
        },
        {
            "slug": "sanddrift-drake",
            "desc": "The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._  \nFound in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands.  \n**Burrowing Hunter.** The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey.  \n**Paralytic Poison.** The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.",
            "name": "Sanddrift Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "climb": 20,
                "walk": 40,
                "burrow": 40
            },
            "strength": 13,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 15,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "fire",
            "condition_immunities": "blinded",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 15",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target's speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. 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": 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.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Heatwave Breath (Recharge 6)",
                    "desc": "The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Desert Camouflage",
                    "desc": "The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."
                },
                {
                    "name": "Sand Glide",
                    "desc": "The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through."
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "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_sanddrift-drake/"
        },
        {
            "slug": "snow-terror",
            "desc": "A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._  \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment.  \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them.  \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.",
            "name": "Snow Terror",
            "size": "Large",
            "type": "Fiend",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": null,
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, cold, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Abyssal, Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this snow terror's Horrifying Visage for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Snow Person Form Only)",
                    "desc": "While the snow terror remains motionless, it is indistinguishable from an ordinary snow person."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "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_snow-terror/"
        },
        {
            "slug": "spawn-of-alquam",
            "desc": "This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green._  \n**Demonic Servants.** These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.  \n**Kinship with Shadow.** When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.  \n**Lords of Birds.** Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.",
            "name": "Spawn of Alquam",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "fly": 60,
                "walk": 20
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 4,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Gloomspittle",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised."
                },
                {
                    "name": "Keen Sight",
                    "desc": "The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The spawn of Alquam deals an extra 10 (3d6) 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 spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Speak with Birds",
                    "desc": "The spawn of Alquam can communicate with birds as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "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_spawn-of-alquam/"
        },
        {
            "slug": "spawn-of-hriggala",
            "desc": "The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions._  \nThe spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone.  \n**Called by Ritual.** Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter.  \n**Underworld Tunnelers.** The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld.  \n**Hungry Demon Nature.** The spawn of Hriggala requires no air or sleep.",
            "name": "Spawn of Hriggala",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "burrow": 30,
                "walk": 40
            },
            "strength": 25,
            "dexterity": 7,
            "constitution": 21,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., tremorsense 60 ft., passive Perception 9",
            "languages": "Common, Darakhul, Void Speech",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can't bite another target.",
                    "attack_bonus": 11,
                    "damage_dice": "3d8+7"
                },
                {
                    "name": "Tendrils",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.",
                    "attack_bonus": 11,
                    "damage_dice": "3d6+7"
                },
                {
                    "name": "Escape the Material",
                    "desc": "The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can't have more than one portal open at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The spawn has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Tunneler",
                    "desc": "The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."
                }
            ],
            "spell_list": [],
            "page_no": 89,
            "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_spawn-of-hriggala/"
        },
        {
            "slug": "ssadar",
            "desc": "This bipedal reptilian creature has scales of gold that turn to red in the shadow. It has clawed hands but wields a sword. Its breath smells of brimstone, and a hint of smoke can be seen escaping through its nostrils._  \n**Jungle Dwellers.** The ssadar dwell in the jungle and rarely travel to other climates. They prefer the heat, the moisture, and the cover provided by the jungle foliage, though they are capable of surviving in the desert. They live in small cities, usually at the base of mountains near abundant water sources, and they closely monitor the surrounding regions to make sure that non-ssadar are not attempting to approach. Those who make their way toward—or, more rarely, into—their cities are attacked. If captured, intruders are usually sacrificed to their evil lizard gods.  \n**Pyramid Builders.** The ssadar are builders of terraced pyramids with engravings of dragons and their lizard gods. These are temples where they congregate, worship, and perform ritual sacrifices. Most of their cities are built around these magnificent structures, though abandoned pyramids can also be found in the trackless depths of the jungle. The entrance to these structures is at the top, and each of them contains a multi-level labyrinth of chambers inside.",
            "name": "Ssadar",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 9,
            "wisdom": 14,
            "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": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Ignan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ssadar makes two attacks: one with its bite and one with its longsword. Alternatively, it can use Spit Fire twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Spit Fire",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "One with Fire",
                    "desc": "Ssadars have an affinity for fire and hold beings of fire in high esteem. Ssadar priests bless ssadar warriors by imbuing them with fire before sending them into battle. A non-ssadar fire-wielder who enters a ssadar city might earn enough respect from the ssadar to be sacrificed last or in a grander ritual to the greatest of their gods."
                },
                {
                    "name": "Kinship with Fire",
                    "desc": "When the ssadar is subjected to fire damage, it takes no damage and instead has advantage on melee attack rolls until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "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_ssadar/"
        },
        {
            "slug": "sulsha",
            "desc": "Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature’s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices._  \n**Jungle Tyrants.** Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions. Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as Open Game License",
            "name": "Sulsha",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "simian",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 4,
                "athletics": 6,
                "perception": 3,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Simian",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sulsha makes three attacks: one with its bite, one with its slam, and one with its tail spur. Alternatively, it makes two bomb attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Tail Spur",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Bomb",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Terrifying Display (Recharge 5-6)",
                    "desc": "The sulsha beats furiously on its chest and hollers with rage. Each creature within 30 feet of the sulsha that can see or hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arboreal Tactician",
                    "desc": "The sulsha is adept at fighting while climbing. It doesn't provoke opportunity attacks when it climbs out of an enemy's reach, and it has advantage on attack rolls against a creature if the creature is climbing."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The sulsha's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "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_sulsha/"
        },
        {
            "slug": "tetomatli",
            "desc": "",
            "name": "Tetomatli",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 11,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 8,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic;",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "tremorsense 90 ft. (blind beyond this radius), passive Perception 13",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tetomatli makes one head slam attack and one wing buffet attack."
                },
                {
                    "name": "Head Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10+5"
                },
                {
                    "name": "Wing Buffet",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Tremor (Recharge 6)",
                    "desc": "The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Diving Head Slam",
                    "desc": "If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available."
                },
                {
                    "name": "Heavy Flier",
                    "desc": "The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tetomatli has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The tetomatli's weapon attacks are magical."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The tetomatli deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "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_tetomatli/"
        },
        {
            "slug": "thin-giant",
            "desc": "This tall, emaciated giant has unnaturally long arms ending in razor-sharp talons. It has a strangely conical head with glowing red eyes and fearsome fangs. Its skin is a dark gray-green, and its body is completely devoid of hair._  \n**Giant Bogeymen.** Lurking in abandoned mansions, dark wells, ancient mine shafts, and similar locations, thin giants are one of the most sinister and frightening of all giant species. The villains of many children’s nightmares, thin giants are feared even by other giants, as their life-draining bite and ability to get into tight spaces make them unsettling at best and horrifying at worst. Thin giants don’t get along with most creatures, but they have been observed leading groups of ghouls, ettercaps, and trolls to capture and devour prey.  \n**Contortion Experts.** Thin giants have remarkable control over their bodies. They can twist their limbs into unnatural positions and even bend completely double. The flexibility and elasticity help the giants shrug off crushing blows. They can stay in contorted positions for extraordinary lengths of time and use this to their advantage to ambush unsuspecting creatures.",
            "name": "Thin Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, necrotic",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Deep Speech, Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thin giant makes three melee attacks, but it can use its Consuming Bite only once."
                },
                {
                    "name": "Consuming Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the giant 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.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Contortionist",
                    "desc": "The thin giant can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The giant's destination must still have suitable room to accommodate its volume."
                }
            ],
            "spell_list": [],
            "page_no": 175,
            "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_thin-giant/"
        },
        {
            "slug": "tormented-qiqirn",
            "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License",
            "name": "Tormented Qiqirn",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can’t speak, telepathy 60 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Spiteful Howl",
                    "desc": "The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Unnerving Whispers (Recharge 5-6)",
                    "desc": "The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protective Spirits",
                    "desc": "When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Pain",
                    "desc": "At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "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_tormented-qiqirn/"
        },
        {
            "slug": "transcendent-lunarchida",
            "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": "Transcendent Lunarchida",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Deep Speech, Elvish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lunarchidna makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 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": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 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": "Lunar Beam (Recharge 5-6)",
                    "desc": "The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant 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": "Light Invisibility",
                    "desc": "The lunarchidna is invisible while in bright or dim light."
                },
                {
                    "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 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 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): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion"
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "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_transcendent-lunarchida/"
        },
        {
            "slug": "tzepharion",
            "desc": "Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest._  \n**Primeval Devils.** Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by Open Game License",
            "name": "Tzepharion",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 10,
                "perception": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "understands Infernal but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tzepharion devil makes one bite attack and four claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Soul Jolt (Recharge 6)",
                    "desc": "The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain, but it can't cast spells or take any actions. The creature's body is knocked unconscious and can't be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn't return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the tzepharion's darkvision."
                },
                {
                    "name": "Eye of Rage",
                    "desc": "As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn't work on targets with an Intelligence of 6 or higher."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tzepharion has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The tzepharion has advantage on attack rolls against a creature if at least one of the devil's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 106,
            "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_tzepharion/"
        },
        {
            "slug": "vine-drake",
            "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._  \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing.  \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome.  \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.",
            "name": "Vine Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "climb": 50,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 7,
                "nature": 3,
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. 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": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Vine Lash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) 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": "Speak with Plants",
                    "desc": "The drake can communicate with plants as if they shared a language."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                },
                {
                    "name": "Innate Spellcasting (2/Day)",
                    "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "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_vine-drake/"
        },
        {
            "slug": "wanyudo",
            "desc": "Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths._  \n**Born of Heresy.** Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide. Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent.  \n**Divine Hunters.** While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity—such as clerics and paladins, or creatures wearing holy symbols—whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings—and have a reliable source of water nearby, in case the worst should happen.  \n**To Hell and Back.** Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.",
            "name": "Wanyudo",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 50
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "intimidation": 5,
                "perception": 7,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wanyudo makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+5"
                },
                {
                    "name": "Flaming Breath (Recharge 5-6)",
                    "desc": "The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Burn the Righteous",
                    "desc": "The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells."
                },
                {
                    "name": "Fiery Charge",
                    "desc": "If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wanyudo has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Two Heads",
                    "desc": "The wanyudo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "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_wanyudo/"
        },
        {
            "slug": "wardu",
            "desc": "This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._  \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations.  \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking.  \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.",
            "name": "Wardu",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, prone",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Deep Speech but can’t speak, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wardu uses its Segmented Gaze. It then makes two proboscis attacks."
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Segmented Gaze",
                    "desc": "The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wardu has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "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_wardu/"
        },
        {
            "slug": "warmth-thief",
            "desc": "A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._  \n**Cursed Fairy.** Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering.  \n**Unintended Side Effects.** Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License",
            "name": "Warmth Thief",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d4+75",
            "speed": {
                "fly": 40,
                "walk": 10,
                "hover": true
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, prone",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warmth thief makes two freezing claw attacks."
                },
                {
                    "name": "Freezing Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Warmth Stealing",
                    "desc": "At the start of each of the warmth thief's turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt."
                },
                {
                    "name": "Cold Physiology",
                    "desc": "A warmth thief can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "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_warmth-thief/"
        },
        {
            "slug": "xing-tian",
            "desc": "This headless brute has two eyes in its chest and a mouth in its belly._  \n**Descendants of a Fallen God.** All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight.  \n**Fearless Warriors.** The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride.  \n**Symbol of Perseverance.** The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.",
            "name": "Xing Tian",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor, shield",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Giant",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Shield Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Dance of the Unyielding",
                    "desc": "The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp. Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indomitable",
                    "desc": "Any spell or effect that would make the xing tian paralyzed, restrained, or stunned ends at the end of the xing tian's next turn, regardless of the spell or effect's normal duration."
                },
                {
                    "name": "Sure-Footed",
                    "desc": "The xing tian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_xing-tian/"
        },
        {
            "slug": "yavalnoi",
            "desc": "Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License",
            "name": "Yavalnoi",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Aquan, Primordial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Luminous Burst (Recharge 5-6)",
                    "desc": "The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Call of the Deep (1/Day)",
                    "desc": "The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Breathing",
                    "desc": "The yavalnoi can breathe only underwater."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "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_yavalnoi/"
        },
        {
            "slug": "zalikum",
            "desc": "Waves of heat shimmer around a gigantic vulturelike creature made of sand. The sand crackles with dark energy, and the creature’s eyes burn with malign intelligence._  \nAn enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert.  \n**Abyssal Ties.** The souls infusing a zalikum are from the Abyss. A zalikum’s creator can gather these souls from the Abyss themselves, but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren’t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world.  \n**Innumerable Lives.** The souls infusing the sand of the zalikum can reform it after it has been destroyed. This process consumes some of the power of the souls, forcing the zalikum to devour more souls to fuel further rebirths.  \n**Construct Nature.** A zalikum doesn’t require air, food, drink, or sleep.",
            "name": "Zalikum",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 103,
            "hit_dice": "9d12+45",
            "speed": {
                "walk": 20,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zalikum makes one beak attack and one talon attack."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage. If a creature is slain by this attack, its body crumbles to sand, and the zalikum stores its soul. The creature can be restored to life only if the zalikum is destroyed and can't rejuvenate (see the Rejuvenation trait).",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Death-infused Desert Breath (Recharge 6)",
                    "desc": "The zalikum exhales superheated sand infused with the power of damned souls in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature's saving throw fails by 5 or more, the creature also suffers one level of exhaustion."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The zalikum doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Ghastly Heated Body",
                    "desc": "A creature that touches the zalikum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) necrotic damage."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "The zalikum can store the souls of up to 3 victims inside it at one time. If it has at least 1 soul, a destroyed zalikum gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its sandy remains. If its sandy remains are soaked with holy water and buried in consecrated ground, its trapped souls are freed, and the zalikum can't rejuvenate."
                }
            ],
            "spell_list": [],
            "page_no": 382,
            "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_zalikum/"
        },
        {
            "slug": "accursed-spirit-naga-a5e",
            "desc": "",
            "name": "Accursed Spirit Naga",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Abyssal, Celestial, Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw  taking 28 (8d6) poison damage on a failure or half damage on a success."
                },
                {
                    "name": "Hypnotic Pattern (3rd-Level; V, Concentration)",
                    "desc": "A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Blight (4th-Level; V, Concentration)",
                    "desc": "The naga targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."
                },
                {
                    "name": "Multiattack",
                    "desc": "The naga casts a spell and uses its vampiric bite."
                },
                {
                    "name": "Vampiric Bite",
                    "desc": "The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shield (1st-Level; V)",
                    "desc": "When the naga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The naga can breathe air and water."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The naga has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_accursed-spirit-naga/"
        },
        {
            "slug": "amethyst-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Amethyst Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4,
                "insight": 2,
                "perception": 2,
                "persuasion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 15-foot cone. Each creature in that area makes a DC 12 Constitution saving throw  taking 16 (3d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_amethyst-dragon-wyrmling/"
        },
        {
            "slug": "ankylosaurus-a5e",
            "desc": "",
            "name": "Ankylosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 63,
            "hit_dice": "6d12+24",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "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": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 90,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_ankylosaurus/"
        },
        {
            "slug": "archfey-a5e",
            "desc": "",
            "name": "Archfey",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 330,
            "hit_dice": "44d8+132",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archfey makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the archfey."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Summon Midnight (1/Day)",
                    "desc": "Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."
                },
                {
                    "name": "Weird (9th-Level; V, S, Concentration)",
                    "desc": "The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The archfey magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_archfey/"
        },
        {
            "slug": "assassin-a5e",
            "desc": "",
            "name": "Assassin",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 35
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 6,
                "deception": 4,
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 14",
            "languages": "any two",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action."
                },
                {
                    "name": "Rapid Attack",
                    "desc": "The assassin attacks with their shortsword."
                },
                {
                    "name": "Assassins specialize in dealing quiet",
                    "desc": "While some kill for pay, others do so for ideological or political reasons."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Assassinate",
                    "desc": "During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn."
                },
                {
                    "name": "Dangerous Poison",
                    "desc": "As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition."
                },
                {
                    "name": "Evasion",
                    "desc": "When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack."
                }
            ],
            "spell_list": [],
            "page_no": 467,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_assassin/"
        },
        {
            "slug": "azer-a5e",
            "desc": "",
            "name": "Azer",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "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": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 11",
            "languages": "Ignan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Hammer",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) fire damage."
                },
                {
                    "name": "Heat Metal",
                    "desc": "Ranged Spell Attack: +4 to hit, range 60 ft., one creature wearing or holding a metal object. Hit: 9 (2d8) fire damage. If a creature is holding the object and suffers damage  it makes a DC 12 Constitution saving throw  dropping the object on a failure."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fire Step",
                    "desc": "While standing in fire, the azer can magically teleport up to 90 feet to a space within fire."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Aura",
                    "desc": "A creature that ends its turn within 5 feet of one or more azers takes 5 (1d10) fire damage. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_azer/"
        },
        {
            "slug": "azer-forgemaster-a5e",
            "desc": "",
            "name": "Azer Forgemaster",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 16,
            "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": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 13",
            "languages": "Common, Ignan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The azer attacks with its returning hammer and uses Bonfire if available."
                },
                {
                    "name": "Returning Hammer",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. The azers hammer returns to its hand after its thrown."
                },
                {
                    "name": "Bonfire (3/Day)",
                    "desc": "A 5-foot-square space within 60 feet catches fire. A creature takes 10 (3d6) fire damage when it enters this area for the first time on a turn or starts its turn there. A creature can use an action to extinguish this fire."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fire Step",
                    "desc": "While standing in fire, the azer can magically teleport up to 90 feet to a space within fire."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Aura",
                    "desc": "A creature that ends its turn within 5 feet of one or more azers takes 5 (1d10) fire damage. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_azer-forgemaster/"
        },
        {
            "slug": "behir-a5e",
            "desc": "",
            "name": "Behir",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 60,
                "climb": 40,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9,
                "perception": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The behir makes a bite attack and then a constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir  and the behir has not swallowed anyone else  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the behir  and it takes 21 (6d6) acid damage at the start of each of the behirs turns."
                },
                {
                    "name": "If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Vengeful Breath (1/Day",
                    "desc": "When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The behir can use its climb speed even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Serpentine",
                    "desc": "The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 33,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_behir/"
        },
        {
            "slug": "behir-magus-a5e",
            "desc": "",
            "name": "Behir Magus",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 60,
                "climb": 40,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9,
                "perception": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The behir makes a bite attack and then a constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir  and the behir has not swallowed anyone else  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the behir  and it takes 21 (6d6) acid damage at the start of each of the behirs turns."
                },
                {
                    "name": "If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Vengeful Breath (1/Day",
                    "desc": "When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect."
                },
                {
                    "name": "Blindness (1/Day)",
                    "desc": "When struck by a ranged or area attack by a creature within 60 feet that it can see, the behir forces the attacker to make a DC 13 Constitution saving throw. On a failure, the creature is magically blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns."
                },
                {
                    "name": "Invisibility (1/Day)",
                    "desc": "When damaged by an attack, the behir magically becomes invisible for 1 minute or until it makes an attack."
                },
                {
                    "name": "Drain Charge (1/Day)",
                    "desc": "When subjected to lightning damage, the behir takes no damage, and the attacker or caster takes necrotic damage equal to the lightning damage dealt."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The behir can use its climb speed even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Serpentine",
                    "desc": "The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_behir-magus/"
        },
        {
            "slug": "brass-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Brass Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "history": 4,
                "nature": 4,
                "perception": 3,
                "religion": 4,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Molten Breath",
                    "desc": "The dragon exhales molten glass in a 20-foot-long  5-foot-wide line. Each creature in the area makes a DC 11 saving throw  taking 10 (3d6) fire damage on a failed save or half damage on a success."
                },
                {
                    "name": "Sleep Breath",
                    "desc": "The dragon exhales sleep gas in a 15-foot cone. Each creature in the area makes a DC 11 Constitution saving throw. On a failure  a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Self-Sufficient",
                    "desc": "The brass dragon can subsist on only a quart of water and a pound of food per day."
                }
            ],
            "spell_list": [],
            "page_no": 157,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_brass-dragon-wyrmling/"
        },
        {
            "slug": "bronze-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Bronze Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 2,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12",
            "languages": "Draconic",
            "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."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Lightning Breath",
                    "desc": "The dragon exhales lightning in a 30-foot-long  5-foot-wide line. Each creature in the area makes a DC 12 Dexterity saving throw  taking 16 (3d10) lightning damage on a failed save or half damage on a success."
                },
                {
                    "name": "Ocean Surge",
                    "desc": "The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the dragon."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_bronze-dragon-wyrmling/"
        },
        {
            "slug": "cambion-a5e",
            "desc": "",
            "name": "Cambion",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 6,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "deception": 7,
                "intimidation": 7,
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, poison; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cambion makes two melee attacks or two ranged attacks."
                },
                {
                    "name": "Black Iron Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage  and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing."
                },
                {
                    "name": "Fire Blast",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage."
                },
                {
                    "name": "Fiery Escape (1/Day)",
                    "desc": "The cambion magically creates a fiery portal to the realm of its fiendish parent. The portal appears in an empty space within 5 feet. The portal lasts until the end of the cambions next turn or until it passes through the portal. No one but the cambion can pass through the portal; anyone else that enters its space takes 14 (4d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fell Charm",
                    "desc": "The cambion targets one creature within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it is magically charmed by the cambion for 1 day. The effect ends if the cambion or a cambions ally harms the target, or if the cambion commands it to take a suicidal action. While charmed, the target regards the cambion as a trusted friend and is an ally of the cambion. If the target makes a successful saving throw or the effect ends, the target is immune to this cambions Fell Charm for 24 hours."
                },
                {
                    "name": "Command",
                    "desc": "The cambion gives an order to an ally within 60 feet that can hear it. If the ally has a reaction available, it can use it to follow the cambions order, either taking an action or moving up to its Speed."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The cambion magically changes its form to that of any humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are unchanged except that it has no armor or equipment, can't use its black iron blade, and can fly only if it is in a form with wings. It reverts to its true form if it dies."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 42,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_cambion/"
        },
        {
            "slug": "champion-warrior-a5e",
            "desc": "",
            "name": "Champion Warrior",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 7,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "intimidation": 5,
                "perception": 4,
                "stealth": 7,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "any one",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warrior attacks twice."
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 497,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_champion-warrior/"
        },
        {
            "slug": "chuul-a5e",
            "desc": "",
            "name": "Chuul",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 93,
            "hit_dice": "11d10+33",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 16,
            "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": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Deep Speech but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "If the chuul is grappling a creature  it uses its tentacle on that creature. It then makes two pincer attacks."
                },
                {
                    "name": "Pincer",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature  it is grappled (escape DC 15). When carrying a grappled creature  the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature."
                },
                {
                    "name": "Tentacle",
                    "desc": "A grappled creature makes a DC 14 Constitution saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the paralysis on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The chuul can breathe air and water."
                },
                {
                    "name": "Detect Magic",
                    "desc": "The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic."
                }
            ],
            "spell_list": [],
            "page_no": 47,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_chuul/"
        },
        {
            "slug": "copper-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Copper Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 14,
            "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": {
                "perception": 2,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 17",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Acid Breath",
                    "desc": "The dragon exhales acid in a 20-foot-long  5-foot wide-line. Each creature in the area makes a DC 11 Dexterity saving throw  taking 13 (3d8) acid damage on a failed save or half damage on a success."
                },
                {
                    "name": "Slowing Breath",
                    "desc": "The dragon exhales toxic gas in a 15-foot cone. Each creature in the area makes a DC 11 Constitution saving throw  becoming slowed for 1 minute on a failure. A creature repeats 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": "Flow Within the Mountain",
                    "desc": "The dragon has advantage on Stealth checks made to hide in mountainous regions."
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_copper-dragon-wyrmling/"
        },
        {
            "slug": "couatl-a5e",
            "desc": "",
            "name": "Couatl",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d8+40",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 6,
                "religion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, radiant; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 14 (3d6 + 4) bludgeoning damage  and the target is grappled (escape DC 14). Until this grapple ends  the target is restrained  the couatl can't constrict other targets  and the couatl has advantage on attacks against the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours. The target is unconscious until the poisoned condition ends or a creature uses an action to shake the target awake."
                },
                {
                    "name": "Heal (1/Day)",
                    "desc": "The couatl touches a creature  magically healing 20 hit points of damage and ending the poisoned condition on that creature."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The couatl magically changes its form to resemble that of a humanoid or beast  or back into its true form. It reverts to its true form if it dies. If its form is humanoid  it is equipped with clothing and a weapon. While shapeshifted  its statistics are the same except that it can't use Constrict and Shielding Wing and it may gain a swim speed of 60 or lose its fly speed if appropriate to its new form. If its a beast  it can use its bite attack. If its a humanoid  it may make a weapon attack  which functions identically to its bite attack."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shielding Wing",
                    "desc": "When the couatl or a creature within 5 feet is attacked, the couatl can interpose a wing and impose disadvantage on the attack."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The couatls spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, 3/day each: create food and water, detect thoughts, lesser restoration, 1/day each: dream, greater restoration, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_couatl/"
        },
        {
            "slug": "deep-dwarf-soldier-a5e",
            "desc": "",
            "name": "Deep Dwarf Soldier",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 19,
            "hit_dice": "3d8+6",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 2,
                "survival": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12, darkvision 120 ft.",
            "languages": "any one",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "War Pick",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage  or 11 (2d8 + 2) piercing damage if within 5 feet of an ally that is not incapacitated  plus 2 (1d4) damage when Enlarged."
                },
                {
                    "name": "Enlarge (2nd-Level; V, S, Concentration)",
                    "desc": "The soldier and their equipment grow to Large size for 1 minute. They have advantage on Strength checks and Strength saving throws  and their attacks deal an extra 2 (1d4) damage (included in their War Pick attack)."
                },
                {
                    "name": "Invisibility (2nd-Level; V, S, Concentration)",
                    "desc": "The soldier is invisible for 1 hour. The spell ends if the soldier attacks or casts a spell."
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Tactical Movement",
                    "desc": "Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deep Dwarf Resistance",
                    "desc": "The soldier has advantage on saving throws against illusions and to resist being charmed or paralyzed."
                },
                {
                    "name": "Deep Dwarf Magic",
                    "desc": "The deep dwarf can innately cast enlarge/reduce (self only, enlarge only) and invisibility (self only) once per long rest without using material components, using Intelligence for their spellcasting ability."
                }
            ],
            "spell_list": [],
            "page_no": 493,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_deep-dwarf-soldier/"
        },
        {
            "slug": "djinni-a5e",
            "desc": "",
            "name": "Djinni",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Auran",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The djinni makes three scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage."
                },
                {
                    "name": "Lightning Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage."
                },
                {
                    "name": "Scimitar Sweep (1/Day, Giant Form Only)",
                    "desc": "The djinn makes a scimitar attack against each creature of its choice within its reach."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Giant Form (1/Day",
                    "desc": "The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied."
                },
                {
                    "name": "Whirlwind (1/Day)",
                    "desc": "A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind."
                },
                {
                    "name": "As a bonus action",
                    "desc": "The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)"
                }
            ],
            "spell_list": [],
            "page_no": 219,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_djinni/"
        },
        {
            "slug": "djinni-noble-a5e",
            "desc": "",
            "name": "Djinni Noble",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 344,
            "hit_dice": "30d10+180",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Auran",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The djinni makes three scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage."
                },
                {
                    "name": "Lightning Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage."
                },
                {
                    "name": "Scimitar Sweep (1/Day, Giant Form Only)",
                    "desc": "The djinn makes a scimitar attack against each creature of its choice within its reach."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Giant Form (1/Day",
                    "desc": "The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied."
                },
                {
                    "name": "Whirlwind (1/Day)",
                    "desc": "A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind."
                },
                {
                    "name": "As a bonus action",
                    "desc": "The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action."
                }
            ],
            "reactions": [],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)"
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_djinni-noble/"
        },
        {
            "slug": "duelist-a5e",
            "desc": "",
            "name": "Duelist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 7,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "intimidation": 5,
                "perception": 4,
                "stealth": 7,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "any one",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warrior attacks twice."
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 497,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_duelist/"
        },
        {
            "slug": "elder-vampire-a5e",
            "desc": "",
            "name": "Elder Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 285,
            "hit_dice": "30d8+150",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., truesight 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "While bloodied, the vampire can take 3 legendary actions instead of 1."
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_elder-vampire/"
        },
        {
            "slug": "emerald-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Emerald Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4,
                "history": 4,
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, thunder",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Maddening Breath (Recharge 5-6)",
                    "desc": "The dragon screams  stripping flesh from bone in a 15-foot cone. Each creature in that area makes a DC 11 Constitution saving throw  taking 16 (3d10) thunder damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                }
            ],
            "spell_list": [],
            "page_no": 147,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_emerald-dragon-wyrmling/"
        },
        {
            "slug": "faerie-noble-a5e",
            "desc": "",
            "name": "Faerie Noble",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 165,
            "hit_dice": "22d8+66",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noble makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the noble."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The noble magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_faerie-noble/"
        },
        {
            "slug": "fey-knight-a5e",
            "desc": "",
            "name": "Fey Knight",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "deception": 5,
                "nature": 3,
                "perception": 5,
                "stealth": 6,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "passive Perception 15",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The knight makes two melee attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold  fire  or lightning damage (its choice)."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points  the target is stable but poisoned for 1 hour  even if it regains hit points  and it is asleep while poisoned in this way."
                },
                {
                    "name": "Fey Glamour",
                    "desc": "The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed by the knight for 1 day. If the knight or one of the knights allies harms the target  the target repeats the saving throw  ending the effect on itself on a success. If a targets saving throw is successful  or if the effect ends for it  the creature is immune to this knights Fey Charm for a year and a day."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Natures Shield",
                    "desc": "When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knights AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The knight can magically change its size between Medium and Tiny as an action. While tiny, the bludgeoning, piercing, and slashing damage dealt by the knights attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_fey-knight/"
        }
    ]
}