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

GET /v1/monsters/?format=api&ordering=-challenge_rating&page=32
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=-challenge_rating&page=33",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-challenge_rating&page=31",
    "results": [
        {
            "slug": "ancient_blue_dragon_bf",
            "desc": "",
            "name": "Ancient Blue Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 355,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 28,
            "dexterity": 22,
            "constitution": 38,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 32,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 14,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 27,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Charged Hide",
                    "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 22 CON save or be incapacitated until the start of its next turn."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_ancient-blue-dragon/"
        },
        {
            "slug": "ancient_silver_dragon_bf",
            "desc": "",
            "name": "Ancient Silver Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 355,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 30,
            "dexterity": 22,
            "constitution": 40,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 32,
            "strength_save": 10,
            "dexterity_save": 6,
            "constitution_save": 15,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 25,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 CON save, taking 99 (22d8) cold damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Paralyzing Breath (Recharge 6)",
                    "desc": "As the **silver dragon wyrmling**, except it is a 90-foot cone, and the save DC is 23."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Freezing Fog",
                    "desc": "As the **young silver dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 23."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_ancient-silver-dragon/"
        },
        {
            "slug": "pit_fiend_bf",
            "desc": "",
            "name": "Pit Fiend",
            "size": "large",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 323,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 26,
            "constitution": 36,
            "intelligence": 22,
            "wisdom": 30,
            "charisma": 24,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": 6,
            "wisdom_save": 10,
            "charisma_save": 7,
            "perception": 20,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "charmed,frightened,Devilish Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 17 (2d8+8) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Mace",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "_Ranged Spell Attack:_ +10 to hit, range 120 ft., one target. _Hit:_ 25 (6d6+4) fire damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aura of the Devil Lord",
                    "desc": "Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Flaming Weapons",
                    "desc": "The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pit fiend has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_pit-fiend/"
        },
        {
            "slug": "adult-gold-dragon-a5e",
            "desc": "",
            "name": "Adult Gold Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 324,
            "hit_dice": "24d12+168",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "insight": 8,
                "perception": 8,
                "persuasion": 13,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 21",
            "languages": "Common, Draconic, one more",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Greatsword (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage."
                },
                {
                    "name": "Molten Spit",
                    "desc": "The dragon targets one creature within 60 feet  forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire 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 gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw  taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold  reducing its Speed to 0. A creature can use an action to break the shell  ending the effect."
                },
                {
                    "name": "Weakening Breath",
                    "desc": "The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically takes the shape of a humanoid or beast  or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Molten Spit  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its greatsword."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                },
                {
                    "name": "Vanguard",
                    "desc": "When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Fiery Reprisal (Costs 2 Actions)",
                    "desc": "The dragon uses Molten Spit against the last creature to deal damage to it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales melt away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."
                },
                {
                    "name": "Valor",
                    "desc": "Creatures of the dragons choice within 30 feet gain a +2 bonus to saving throws and are immune to the charmed and frightened conditions."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration"
                }
            ],
            "spell_list": [],
            "page_no": 172,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_adult-gold-dragon/"
        },
        {
            "slug": "adult-red-dragon-a5e",
            "desc": "",
            "name": "Adult Red Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 310,
            "hit_dice": "23d12+161",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 24,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "intimidation": 11,
                "perception": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22",
            "languages": "Common, Draconic, one more",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 4 (1d8) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Cruel Tyranny",
                    "desc": "The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage."
                },
                {
                    "name": "Spit Fire",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 21 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of fire in a 60-foot cone. Each creature in that area makes a DC 21 Dexterity saving throw  taking 73 (21d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Cruel Tyranny",
                    "desc": "The dragon uses its Cruel Tyranny action."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."
                },
                {
                    "name": "Searing Heat",
                    "desc": "A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 7 (2d6) fire damage."
                },
                {
                    "name": "Volcanic Tyrant",
                    "desc": "The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 118,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_adult-red-dragon/"
        },
        {
            "slug": "pit-fiend-a5e",
            "desc": "",
            "name": "Pit Fiend",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 300,
            "hit_dice": "24d10+168",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 16,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 13,
            "intelligence_save": 12,
            "wisdom_save": 10,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "athletics": 14,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 21",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend attacks with its bite and mace."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."
                },
                {
                    "name": "Circle of Fire (1/Day, While Bloodied)",
                    "desc": "A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."
                },
                {
                    "name": "Fireball (3rd-Level; V, S)",
                    "desc": "Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fear Aura",
                    "desc": "A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"
                }
            ],
            "spell_list": [],
            "page_no": 86,
            "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_pit-fiend/"
        },
        {
            "slug": "pit-fiend-general-a5e",
            "desc": "",
            "name": "Pit Fiend General",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 600,
            "hit_dice": "48d10+336",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 16,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 13,
            "intelligence_save": 12,
            "wisdom_save": 10,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "athletics": 14,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 21",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend attacks with its bite and mace."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."
                },
                {
                    "name": "Circle of Fire (1/Day, While Bloodied)",
                    "desc": "A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."
                },
                {
                    "name": "Fireball (3rd-Level; V, S)",
                    "desc": "Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."
                }
            ],
            "reactions": [],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fear Aura",
                    "desc": "A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"
                }
            ],
            "spell_list": [],
            "page_no": 88,
            "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_pit-fiend-general/"
        },
        {
            "slug": "angel-zirnitran",
            "desc": "",
            "name": "Angel, Zirnitran",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 325,
            "hit_dice": "26d12+156",
            "speed": {
                "walk": 30,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 20,
            "strength_save": 1,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; nonmagic B/P/S attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhausted, frightened, poisoned",
            "senses": "truesight 120', passive Perception 23",
            "languages": "all, telepathy 120'",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Glimpse from the Heavens then three Anointed Claws or Draconic Blasts."
                },
                {
                    "name": "Anointed Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 22 (5d8) radiant."
                },
                {
                    "name": "Draconic Blast",
                    "desc": "Ranged Spell Attack: +13 to hit, 120 ft., one target, 29 (5d8+7) radiant. Can choose to deal acid cold fire lightning or poison instead of radiant."
                },
                {
                    "name": "Sacred Flame Breath (Recharge 5-6)",
                    "desc": "Exhales holy fire in a 90' cone. Each creature in that area: 33 (6d10) fire and 33 (6d10) radiant (DC 20 Dex half). Also the holy fire burns away magic ending any spell of 7th-level or lower in the area."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Six-Scaled Aegis",
                    "desc": "When it takes damage it gains resistance to that type of damage including the triggering damage for 1 min or until it uses this reaction again."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "Knows location of each dragon and each creature with strong connection to dragons such as a sorcerer with the draconic bloodline within 120' of it."
                },
                {
                    "name": "Move",
                    "desc": "Flies up to half its fly speed with o provoking opportunity attacks."
                },
                {
                    "name": "Attack (2)",
                    "desc": "Makes one Anointed Claws or Draconic Blast attack."
                },
                {
                    "name": "Cast a Spell (2)",
                    "desc": "Uses Spellcasting."
                },
                {
                    "name": "Under Black Wings (3)",
                    "desc": "Creates a magical feathered shield around itself or another creature it can see within 120' of it. Target gains +2 to AC and 20 temp hp until the end of zirnitran's next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 5d8 radiant (included below)."
                },
                {
                    "name": "Aura of Balance",
                    "desc": "Affects chance and probability around it. While creature within 20' of it can't have advantage or disadvantage on any ability check attack roll or save. Aura affects zirnitran. At start of each of its turns zirnitran chooses whether this aura is active."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "Knows if it hears a lie."
                },
                {
                    "name": "Dragon Watcher",
                    "desc": "Advantage: saves vs. dragon breath weapons. No damage if it succeeds on such a save and only half if it fails."
                },
                {
                    "name": "Hardened Scales",
                    "desc": "Any critical hit vs. it becomes a normal hit."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Glimpse from the Heavens",
                    "desc": "Its eyes flash with the majesty of a solar eclipse. Each creature of its choice that is within 60' of it and that can see it: DC 19 Wis save or frightened for 1 min. Creature can re-save at end of each of its turns ending the effect on a success. If save is successful or effect ends for it creature is immune to zirnitran's Glimpse of the Heavens for the next 24 hrs. A creature that fails by 5+ is also blinded. Blindness lasts until removed by a greater restoration spell or similar magic."
                },
                {
                    "name": "Secrets of the Hidden Hoard (2/Day)",
                    "desc": "Draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. Casts the spell as an action regardless of spell's normal casting time."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 21) no material components: At will: detect evil and good invisibility (self only) legend lore thaumaturgy3/day ea: dispel evil and good geas (as an action)1/day ea: antimagic field plane shift"
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_angel-zirnitran/"
        },
        {
            "slug": "ancient-brass-dragon",
            "desc": "",
            "name": "Ancient Brass Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Brass Dragon",
            "alignment": "chaotic good",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 297,
            "hit_dice": "17d20+119",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": 14,
            "skills": {
                "history": 9,
                "perception": 14,
                "persuasion": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 24",
            "languages": "Common, Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d10",
                    "damage_bonus": 8
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:\n**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
                    "attack_bonus": 0,
                    "damage_dice": "16d6"
                },
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [
                "Desert"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_ancient-brass-dragon/"
        },
        {
            "slug": "ancient-white-dragon",
            "desc": "",
            "name": "Ancient White Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "White Dragon",
            "alignment": "chaotic evil",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 333,
            "hit_dice": "18d20+144",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 13,
            "skills": {
                "perception": 13,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d10+2d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "16d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": 288,
            "environments": [
                "Tundra",
                "Arctic"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_ancient-white-dragon/"
        },
        {
            "slug": "pit-fiend",
            "desc": "",
            "name": "Pit Fiend",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 300,
            "hit_dice": "24d10+168",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 14,
                    "damage_dice": "4d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "3d10",
                    "damage_bonus": 8
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fear Aura",
                    "desc": "Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pit fiend has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pit fiend's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:\nAt will: detect magic, fireball\n3/day each: hold monster, wall of fire"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/fireball/?format=api",
                "https://api-beta.open5e.com/v2/spells/hold-monster/?format=api",
                "https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=api"
            ],
            "page_no": 278,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_pit-fiend/"
        },
        {
            "slug": "adult-imperial-dragon",
            "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License",
            "name": "Adult Imperial Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 297,
            "hit_dice": "22d12+154",
            "speed": {
                "fly": 80,
                "walk": 40,
                "swim": 40
            },
            "strength": 27,
            "dexterity": 12,
            "constitution": 25,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 15,
            "skills": {
                "arcana": 10,
                "history": 10,
                "insight": 9,
                "perception": 15,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 25",
            "languages": "all",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., Hit: 19 (2d10 + 8) piercing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d10+8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8+8"
                },
                {
                    "name": "Mesmerizing Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Mesmerizing Presence for the next 24 hours."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\n\nThe dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Truespeak",
                    "desc": "The dragon can communicate with any living creature as if they shared a language."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components.\nAt will: fog cloud\n3/day each: control water, gust of wind, stinking cloud\n1/day each: cloudkill, control weather"
                }
            ],
            "spell_list": [],
            "page_no": 117,
            "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_adult-imperial-dragon/"
        },
        {
            "slug": "harbinger-of-wrath",
            "desc": "Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.",
            "name": "Harbinger of Wrath",
            "size": "Gargantuan",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 297,
            "hit_dice": "18d20+108",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 8,
            "constitution": 22,
            "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": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, necrotic",
            "damage_immunities": "cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The harbinger of wrath makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.",
                    "attack_bonus": 15,
                    "damage_dice": "6d8+9"
                },
                {
                    "name": "Impale",
                    "desc": "The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."
                },
                {
                    "name": "Drain Life (Recharge 5-6)",
                    "desc": "The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."
                },
                {
                    "name": "Spike Volley (Recharge 5-6)",
                    "desc": "The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing 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": "Adamantine Weapons",
                    "desc": "The harbinger's weapon attacks are adamantine and magical."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The harbinger is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the harbinger fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The harbinger has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 193,
            "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_harbinger-of-wrath/"
        },
        {
            "slug": "anubian",
            "desc": "_An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures._  \n**Piles of Dust.** An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand.  \n**Death to the Unarmored.** In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage.  \n**Sandstorm Tag Teams.** Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.  \n**Elemental Nature.** An anubian doesn’t require air, food, drink, or sleep.",
            "name": "Anubian",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 12,
            "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": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11",
            "languages": "Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The anubian makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Haboob (1/Day)",
                    "desc": "The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sand Stealth",
                    "desc": "The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain"
                },
                {
                    "name": "Sand Step",
                    "desc": "Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 24,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_anubian/"
        },
        {
            "slug": "behtu",
            "desc": "_With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands._  \nA demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island.  \n**Temple Builders.** The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.  \n**Ichor Drinkers.** In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection.  \n**Scaly Mounts.** The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.",
            "name": "Behtu",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 52,
            "hit_dice": "8d6+24",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Behtu, Common, Infernal",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Shortspear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Fire Breath (Recharge 6)",
                    "desc": "The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw."
                },
                {
                    "name": "Ichorous Infusions",
                    "desc": "Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 34,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_behtu/"
        },
        {
            "slug": "beli",
            "desc": "_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._  \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers.  \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.  \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.  \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.",
            "name": "Beli",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Giant",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Icy Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arctic Hunter",
                    "desc": "Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings."
                },
                {
                    "name": "Cold Regeneration",
                    "desc": "As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate."
                },
                {
                    "name": "Flyby",
                    "desc": "The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch"
                }
            ],
            "spell_list": [],
            "page_no": 35,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_beli/"
        },
        {
            "slug": "cave-dragon-wyrmling",
            "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Cave Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "burrow": 20,
                "fly": 20
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "blindsight 120 ft., passive Perception 12",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tunneler",
                    "desc": "The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:\n\n3/day: darkness"
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_cave-dragon-wyrmling/"
        },
        {
            "slug": "clockwork-hound",
            "desc": "_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._  \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.  \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.  \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.  \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Hound",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 7,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Tripping Tongue",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Explosive Core",
                    "desc": "The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork hound is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork hound has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Diligent Tracker",
                    "desc": "Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_clockwork-hound/"
        },
        {
            "slug": "cobbleswarm",
            "desc": "_The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward._  \nA cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.  \n**Paving Stone Mimics.** When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none.  \n**Trap Affinity.** Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason.",
            "name": "Cobbleswarm",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 36,
            "hit_dice": "8d8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 11,
            "constitution": 11,
            "intelligence": 5,
            "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": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, stunned",
            "senses": "passive Perception 11",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Stings",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.",
                    "attack_bonus": 3,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the swarm remains motionless, it is indistinguishable from normal stones."
                },
                {
                    "name": "Shift and Tumble",
                    "desc": "As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet."
                },
                {
                    "name": "Shifting Floor",
                    "desc": "Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm."
                },
                {
                    "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 stone. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_cobbleswarm/"
        },
        {
            "slug": "deep-one",
            "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.",
            "name": "Deep One",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Common, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "A deep one can breathe air or water with equal ease."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage."
                },
                {
                    "name": "Lightless Depths",
                    "desc": "A deep one is immune to the pressure effects of the deep ocean."
                },
                {
                    "name": "Ocean Change",
                    "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."
                }
            ],
            "spell_list": [],
            "page_no": 73,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_deep-one/"
        },
        {
            "slug": "doppelrat",
            "desc": "_This rat startled the moment it knew it was seen. Within seconds, the one rat became four, and then the four quickly multiplied into sixteen rats._  \nThe result of a Open Game License",
            "name": "Doppelrat",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "walk": 15,
                "climb": 15,
                "swim": 15
            },
            "strength": 2,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1"
                },
                {
                    "name": "Arcane Doubling (recharges after 10 minutes)",
                    "desc": "A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check."
                },
                {
                    "name": "Doppeling Disease",
                    "desc": "At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The doppelrat has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Running Doppelrats",
                    "desc": "The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4."
                }
            ],
            "spell_list": [],
            "page_no": 123,
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            "document__title": "Tome of Beasts",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_doppelrat/"
        },
        {
            "slug": "eala",
            "desc": "_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._  \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal.  \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.",
            "name": "Eala",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural",
            "hit_points": 40,
            "hit_dice": "9d6+9",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eala makes two attacks with its wing blades."
                },
                {
                    "name": "Wing Blades",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Fire Breath (recharge 5-6)",
                    "desc": "The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Swan Song",
                    "desc": "When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 163,
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_eala/"
        },
        {
            "slug": "eel-hound",
            "desc": "_A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws._  \n**Hounds of the River Fey.** Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.  \n**Slippery Ambushers.** Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation.  \nPossessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance.  \n**Liquid Speech.** Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.",
            "name": "Eel Hound",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The eel hound can breathe air and water."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Slick Spittle",
                    "desc": "By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour."
                },
                {
                    "name": "Slithering Bite",
                    "desc": "A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_eel-hound/"
        },
        {
            "slug": "firegeist",
            "desc": "_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._  \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge.  \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern.  \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.",
            "name": "Firegeist",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 87,
            "hit_dice": "25d6",
            "speed": {
                "walk": 40
            },
            "strength": 7,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 4,
            "wisdom": 16,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The firegeist makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Combustion Touch (Recharge 5-6)",
                    "desc": "The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hide By Firelight",
                    "desc": "In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire."
                },
                {
                    "name": "Illumination",
                    "desc": "The firegeist sheds dim light in a 30-foot radius."
                },
                {
                    "name": "Magical Light Sensitivity",
                    "desc": "While in magical light, the firegeist has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_firegeist/"
        },
        {
            "slug": "folk-of-leng",
            "desc": "_The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities._  \n**Dimensional Merchants.** The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the manaencrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void.  \n**A High Plateau.** Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory.  \n**Love of Nets.** When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces.",
            "name": "Folk Of Leng",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 68,
            "hit_dice": "8d8+32",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "arcana": 4,
                "deception": 8,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "passive Perception 15",
            "languages": "Common, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Etheric Harpoon",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Psychic Scimitar",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Hooked Spider Net (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, minor illusion\n\n3/day each: disguise self, suggestion\n\n1/day each: dream, etherealness"
                },
                {
                    "name": "Regeneration",
                    "desc": "The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business."
                },
                {
                    "name": "Void Stare",
                    "desc": "The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised."
                },
                {
                    "name": "Void Sailors",
                    "desc": "The folk of Leng can travel the airless void without harm."
                }
            ],
            "spell_list": [],
            "page_no": 204,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_folk-of-leng/"
        },
        {
            "slug": "giant-ant",
            "desc": "_Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers._  \nGiant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they’re capable of stabbing and poisoning a human to death.  \n**Colony Defenders.** Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food.  \n**Carry Prey Home.** Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.",
            "name": "Giant Ant",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d10+14",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 2,
            "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": "blindsight 60 ft., passive Perception 9",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant ant makes one bite attack and one sting attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The giant ant has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 23,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_giant-ant/"
        },
        {
            "slug": "gray-thirster",
            "desc": "_This dried-out body of a long dead traveler is still clad in the tattered remains of his clothes. Skin as dry as parchment clings to the bones that are clearly distinguishable underneath. A hoarse moaning emanates from the dry, cracked lips._  \n**Thirsting Undead.** The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.  \n**Destroy Wells and Oases.** Gray thirsters destroy or foul sources of water and often lurk nearby to ambush those seeking clean water.  \n**Thirsting Caravan.** Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skinchanging gnolls, shrieking ghouls, and a mummy lord, building a strange nomadic army.  \n**Undead Nature.** A gray thirster doesn’t require air, food, or sleep.",
            "name": "Gray Thirster",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, necrotic",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands all languages it knew in life but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gray thirster makes two claw attacks and one Withering Turban attack"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Withering Turban",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Drought (1/Day)",
                    "desc": "The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Thirst",
                    "desc": "The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 238,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_gray-thirster/"
        },
        {
            "slug": "ink-devil",
            "desc": "_This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws._  \nInk devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider Titivillus the greatest of arch-devils.  \n**Cowards at Heart.** Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition.  \n**False Gifts.** They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat.  \n**Bibliophiles and Bookworms.** Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.",
            "name": "Ink Devil",
            "size": "Small",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d6+12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 9,
                "deception": 8,
                "history": 9,
                "stealth": 8
            },
            "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 9",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Disrupt Concentration",
                    "desc": "Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn."
                },
                {
                    "name": "Corrupt Scroll",
                    "desc": "An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell."
                },
                {
                    "name": "Devil's Mark",
                    "desc": "Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark—a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:\n\nat will: detect magic, illusory script, invisibility, teleport (self plus 50 lb of objects only)\n\n1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ink-devil/"
        },
        {
            "slug": "kobold-alchemist",
            "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.",
            "name": "Kobold Alchemist",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6+16",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 5,
                "medicine": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes two attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Alchemical Protection (Recharge after a Short or Long Rest)",
                    "desc": "The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Apothecary",
                    "desc": "As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_kobold-alchemist/"
        },
        {
            "slug": "kot-bayun",
            "desc": "_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._  \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.  \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years.  \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below.  \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association.  \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.",
            "name": "Kot Bayun",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kot bayun makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Slumbering Song",
                    "desc": "The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Folk Cure",
                    "desc": "A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink"
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_kot-bayun/"
        },
        {
            "slug": "myling",
            "desc": "_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._  \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly.  \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling.  \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.  \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.",
            "name": "Myling",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 12,
            "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": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The myling makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Buried Alive",
                    "desc": "If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_myling/"
        },
        {
            "slug": "noctiny",
            "desc": "_A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray._  \nNoctiny are wretched humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.  \n**Pyramid of Power.** The noctiny’s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves.  \n**A Race Apart.** Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.",
            "name": "Noctiny",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "noctiny",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "passive Perception 10",
            "languages": "Common, plus the language spoken by the noctini's fext master",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noctiny makes two melee attacks."
                },
                {
                    "name": "Pact Staff",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The noctiny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pact Wrath",
                    "desc": "One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.\n\ncantrips (at will): chill touch, eldritch blast, poison spray\n\n1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex\n\n2nd level (2 slots): crown of madness, misty step"
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_noctiny/"
        },
        {
            "slug": "paper-drake",
            "desc": "_With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth._  \n**Book and Map Erasers.** These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history.  \nPaper drakes are a bane to historians and spellcasters because they can erase ink and pigments, and they often do so at random simply for aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase one selectively to make beautiful patterns in the remaining ink.  \n**Correcting Errors.** Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn’t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text.  \n**Tattoo Magicians.** Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to “stamp” text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person’s mind, much as they erase text from a page.  \nIn their regular form, paper drakes reach just over four feet in length and weight around 30 lb. They are usually white or tan, but develop a brown or yellow tone as they age.",
            "name": "Paper Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 78,
            "hit_dice": "12d6+36",
            "speed": {
                "walk": 40,
                "fly": 100
            },
            "strength": 7,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "paralysis, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic, Dwarvish, Elvish",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack, one claw attack, and one tail attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Tail (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.",
                    "attack_bonus": 6,
                    "damage_dice": "5d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shelve",
                    "desc": "A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form."
                },
                {
                    "name": "Refold (Recharge 5-6)",
                    "desc": "A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats."
                }
            ],
            "spell_list": [],
            "page_no": 154,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_paper-drake/"
        },
        {
            "slug": "putrid-haunt",
            "desc": "_These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin._  \n**Swamp Undead.** Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds.  \n**Mossy Islands.** When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose.  \n**Leech Harbors.** Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches.  \n**Undead Nature.** A putrid haunt doesn’t require air, food, drink, or sleep.",
            "name": "Putrid Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 8,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 11,
            "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 and piercing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomit Leeches (Recharge 6)",
                    "desc": "A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dead Still",
                    "desc": "Treat a putrid haunt as invisible while it's buried in swamp muck."
                },
                {
                    "name": "Swamp Shamble",
                    "desc": "Putrid haunts suffer no movement penalties in marshy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_putrid-haunt/"
        },
        {
            "slug": "roachling-lord",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Lord",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The roachling lord makes two melee attacks or throws two darts."
                },
                {
                    "name": "Begrimed Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Begrimed Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_roachling-lord/"
        },
        {
            "slug": "sea-dragon-wyrmling",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Sea Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 10 ft. darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 136,
            "environments": [],
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            "document__title": "Tome of Beasts",
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        },
        {
            "slug": "shadhavar",
            "desc": "_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._  \n**Shadow Horses.** Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences.  \n**Fey and Undead Riders.** While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned.  \n**Deceptive Hunters.** Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.",
            "name": "Shadhavar",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural",
            "hit_points": 97,
            "hit_dice": "13d10+26",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A shadhavar makes one gore attack and one hooves attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:\n\nat will: disguise self (as horse or unicorn only)\n\n2/day: darkness (centered on itself, moves with the shadhavar)"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "A shadhavar's gore attacks are magical."
                },
                {
                    "name": "Plaintive Melody (3/day)",
                    "desc": "As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it."
                },
                {
                    "name": "Shadesight",
                    "desc": "A shadhavar's darkvision functions in magical darkness."
                }
            ],
            "spell_list": [],
            "page_no": 344,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shadhavar/"
        },
        {
            "slug": "shellycoat",
            "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._  \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.  \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.  \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.  \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "Darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing"
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Stealthy Observer",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shellycoat/"
        },
        {
            "slug": "spider-thief",
            "desc": "_This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head._  \n**Wire Fighters.** A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that target until it stops resisting or it escapes from the spider’s wire. By then, it should be ready to ensnare a new victim.  \n**Completely Loyal.** This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master.  \n**Guild Tools.** The spider thief got its name because its ability to climb walls and to effortlessly cross gaps between buildings up to 20 feet wide makes it an excellent accomplice for enterprising thieves. Some thieves guilds make extensive use of them, and many freelance rogues use them as partners.  \n**Constructed Nature.** A spider thief doesn’t require air, food, drink, or sleep.",
            "name": "Spider Thief",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 54,
            "hit_dice": "12d6+12",
            "speed": {
                "walk": 30,
                "climb": 20
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spider thief makes two sickle claw attacks."
                },
                {
                    "name": "Sickle Claw",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Razor Line (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The spider thief is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The spider thief has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Wire-Assisted Jump",
                    "desc": "If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spider-thief/"
        },
        {
            "slug": "tosculi-warrior",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hivequeen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds.  \n**Host Finders.** The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host.",
            "name": "Tosculi Warrior",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d6+27",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Tosculi",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi warrior makes one bite attack, one claws attack, and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Prepare Host",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Skittering",
                    "desc": "Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tosculi-warrior/"
        },
        {
            "slug": "uraeus",
            "desc": "_A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth._  \nA uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds.  \n**Divine Protectors.** Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward.  \nA uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.",
            "name": "Uraeus",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 40,
            "hit_dice": "9d4+18",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 10 ft., passive Perception 14",
            "languages": "understands Celestial and Common but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Searing Breath (Recharge 5-6)",
                    "desc": "The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Bonded Savior",
                    "desc": "When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Ward Bond",
                    "desc": "As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_uraeus/"
        },
        {
            "slug": "vile-barber",
            "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two attacks with its straight razor."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Unclean Cut",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Close-in Slasher",
                    "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it."
                },
                {
                    "name": "Inhumanly Quick",
                    "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."
                },
                {
                    "name": "Invasive",
                    "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."
                },
                {
                    "name": "Pilfer",
                    "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."
                },
                {
                    "name": "Shadow Step",
                    "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vile-barber/"
        },
        {
            "slug": "vine-lords-tendril-puppet",
            "desc": "",
            "name": "Vine Lord's Tendril Puppet",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 6,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Assegai",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Hurl Thorns",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poor Vision",
                    "desc": "Tendril puppets see almost nothing beyond 30 feet away."
                },
                {
                    "name": "Regeneration",
                    "desc": "The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                },
                {
                    "name": "Green Strider",
                    "desc": "The tendril puppet ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tendril puppet has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 403,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-lords-tendril-puppet/"
        },
        {
            "slug": "void-dragon-wyrmling",
            "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Void Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 5,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 13",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."
                },
                {
                    "name": "Stellar Flare Breath",
                    "desc": "The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."
                },
                {
                    "name": "Void Dweller",
                    "desc": "As ancient void dragon."
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_void-dragon-wyrmling/"
        },
        {
            "slug": "ankheg_bf",
            "desc": "",
            "name": "Ankheg",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "Animal",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": 5,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": -5,
            "wisdom_save": 1,
            "charisma_save": -2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid,Monstrosity Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft.",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 9 (2d8) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can't Bite another target."
                },
                {
                    "name": "Acid Spray (Recharge 6)",
                    "desc": "The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided it has no creature grappled. Each creature in that line must make a DC 13 DEX save, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Save for Later",
                    "desc": "The ankheg quickly digs a small hole and stuffs one creature grappled by it into the hole, burying the creature and ending the grapple. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 STR check."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The ankheg is resistant to exhaustion and to the frightened condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_ankheg/"
        },
        {
            "slug": "awakened_tree_bf",
            "desc": "",
            "name": "Awakened Tree",
            "size": "huge",
            "type": "Plant",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 4,
            "dexterity_save": -2,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning,piercing,Plant Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "one language known by its creator",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 22 (4d8+4) bludgeoning damage."
                },
                {
                    "name": "Broken Branch",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 18 (4d6+4) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Entangling Roots",
                    "desc": "One creature on the ground the tree can see within 10 feet of it must succeed on a DC 14 STR save or be restrained by roots until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the tree remains motionless, it is indistinguishable from a normal tree."
                },
                {
                    "name": "Plant Resilience",
                    "desc": "The tree is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_awakened-tree/"
        },
        {
            "slug": "azer_bf",
            "desc": "",
            "name": "Azer",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor, shield",
            "hit_points": 49,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 4,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire,poison,poisoned",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Dwarvish,Ignan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The azer makes two Warhammer attacks."
                },
                {
                    "name": "Warhammer",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Blazing Bulwark",
                    "desc": "The azer creates fire in a 15-foot line that is 1 foot wide, originating from a point the azer can see within 15 feet of it. This line is an opaque wall that is 3 feet tall and provides half-cover to creatures behind it. A creature that moves through the line takes damage as if it touched the azer. The line of fire lasts for 1 minute or until the azer uses this bonus action again."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heated Body",
                    "desc": "A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                },
                {
                    "name": "Heated Weapons",
                    "desc": "When the azer hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack)."
                },
                {
                    "name": "Illumination",
                    "desc": "The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_azer/"
        },
        {
            "slug": "bandit_captain_bf",
            "desc": "",
            "name": "Bandit Captain",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 51,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": 2,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bandit captain makes one Dagger attack and two Scimitar attacks, or it makes three Dagger attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 6 (1d4+4) piercing damage."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Reposition Forces (Recharge 5-6)",
                    "desc": "Each friendly bandit and thug under the bandit captain's command moves up to half its speed in a direction of the captain's choice. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Steal Item",
                    "desc": "The bandit captain steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 14 DEX save or lose one object it is wearing or carrying of the bandit captain's choice. The object must weigh no more than 10 pounds, can't be a weapon, and can't be wrapped around or firmly attached to the target, such as a shirt or armor."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The bandit captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Opportunist",
                    "desc": "The bandit captain has advantage on opportunity attacks."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bandit-captain/"
        },
        {
            "slug": "bear_polar_bf",
            "desc": "",
            "name": "Bear, Polar",
            "size": "large",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": 5,
            "dexterity_save": 0,
            "constitution_save": 3,
            "intelligence_save": -4,
            "wisdom_save": 1,
            "charisma_save": -2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The polar bear makes one Bite attack and one Claws attack. If both attacks hit one creature, the target is grappled (escape DC 15). The bear can grapple only one creature at a time."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 9 (1d8+5) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Smell",
                    "desc": "The bear's Perception is 18 when perceiving by smell."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bear-polar/"
        },
        {
            "slug": "berserker_bf",
            "desc": "",
            "name": "Berserker",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "hide armor",
            "hit_points": 60,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": 4,
            "dexterity_save": 1,
            "constitution_save": 3,
            "intelligence_save": -1,
            "wisdom_save": 0,
            "charisma_save": -1,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The berserker makes two Greataxe attacks."
                },
                {
                    "name": "Greataxe",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12+4) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."
                },
                {
                    "name": "Stalwart",
                    "desc": "If the berserker starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap's Bite, the gladiator can make the save at the start of the turn instead of the end and has advantage on the save."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_berserker/"
        }
    ]
}