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

GET /v1/monsters/?format=api&ordering=-charisma&page=22
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=23",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=21",
    "results": [
        {
            "slug": "ravenfolk-doom-croaker",
            "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._  \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies.  \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it.  \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s.  \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates.  \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.  \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.",
            "name": "Ravenfolk Doom Croaker",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "kenku",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "studded leather armor",
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Common, Feather Speech, Huginn",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Ghost Wings",
                    "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn."
                },
                {
                    "name": "Radiant Runestaff",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The doom croaker has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore"
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "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_ravenfolk-doom-croaker/"
        },
        {
            "slug": "son-of-fenris",
            "desc": "_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.",
            "name": "Son Of Fenris",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "14d12+84",
            "speed": {
                "walk": 60,
                "burrow": 15
            },
            "strength": 26,
            "dexterity": 16,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 7,
                "intimidation": 6,
                "religion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, radiant",
            "damage_immunities": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 60 ft., tremorsense 100 ft., passive Perception 14",
            "languages": "Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The son of Fenris makes one bite attack and one slam attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The son of Fenris' weapon attacks are magical."
                },
                {
                    "name": "Arctic Tunneler",
                    "desc": "While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 355,
            "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_son-of-fenris/"
        },
        {
            "slug": "spire-walker",
            "desc": "_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._  \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts.  \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.  \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.  \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game.  \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.",
            "name": "Spire Walker",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "11d4+22",
            "speed": {
                "walk": 20
            },
            "strength": 3,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing from nonmagical attacks",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Lightning Dart",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Energized Body",
                    "desc": "A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave"
                },
                {
                    "name": "Steeple Step",
                    "desc": "The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature."
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "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_spire-walker/"
        },
        {
            "slug": "thuellai",
            "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._  \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.  \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature.  \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.  \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.",
            "name": "Thuellai",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 149,
            "hit_dice": "13d12+65",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 100
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Primordial",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thuellai makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Freezing Breath (Recharge 5-6)",
                    "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw."
                },
                {
                    "name": "Algid Aura",
                    "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn."
                },
                {
                    "name": "Howl of the Maddening Wind (3/day)",
                    "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one"
                },
                {
                    "name": "Blizzard (1/Day)",
                    "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Mastery",
                    "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai."
                },
                {
                    "name": "Snow Vision",
                    "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness."
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "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_thuellai/"
        },
        {
            "slug": "vaettir",
            "desc": "Vættir are ancestral spirits, sometimes protective and helpful but demanding reverence and wrathful when offended.  \n**Servants of the Land.** Land vættir dwell in barrows while sea vættir live beneath lakes, rivers, or the sea—both wear ancient mail and carry bronzes axes in withered hands. Servants of the land, they haunt those who disrespect the wild or ancient laws and traditions.Landvættir dwell in barrows while sjövættir reside beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.  \n**Jealous and Wrathful.** A wrathful vættir rises from its mound when its grave goods are stolen (including heirlooms passed on to living descendants) or when they are disrespected (leaving the dragon prow attached to a longship is a common offense, as is failing to make offerings). Vættir jealously guard both honor and treasures, and may be relentless enemies over matters as small as an accidental word or a single coin.  \n**Dangerous Helpers.** A vættir’s blue-black skin is stretched taut over its bones and sinews and its lips are drawn back in a cruel grimace. A rarer, bone-white variety exists that cares little for material possessions, instead guarding their honor or a particular patch of land. Both varieties will answer a summons by descendants or nearby villages. The summoned vættir will wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there’s always a price and a vættir’s help is often more than bargained for.  \n**Undead Nature.** A vaettir doesn’t require air, food, drink, or sleep.",
            "name": "Vaettir",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "truesight 30 ft., darkvision 60 ft., passive Perception 11",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vaettir makes two greataxe attacks or two longbow attacks."
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Corpse Breath (Recharge 5-6)",
                    "desc": "The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds."
                },
                {
                    "name": "Maddening Gaze (1/Day)",
                    "desc": "The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Covetous Bond",
                    "desc": "Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane."
                },
                {
                    "name": "Deathless",
                    "desc": "The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n\n2/day each: gaseous form, hunter's mark\n\n1/day each: enlarge/reduce, phantom steed\n\n1/week each: bestow curse, geas, remove curse"
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "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_vaettir/"
        },
        {
            "slug": "vapor-lynx",
            "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._  \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels.  \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet.  \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.",
            "name": "Vapor Lynx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vapor lynx makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form"
                },
                {
                    "name": "Smoky Constitution",
                    "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud."
                }
            ],
            "spell_list": [],
            "page_no": 398,
            "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_vapor-lynx/"
        },
        {
            "slug": "venomous-mummy",
            "desc": "_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._  \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.  \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace.  \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.",
            "name": "Venomous Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Venomous Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+7"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Selket's Venom",
                    "desc": "The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic."
                },
                {
                    "name": "Toxic Smoke",
                    "desc": "The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 299,
            "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_venomous-mummy/"
        },
        {
            "slug": "wyrmling-wind-dragon",
            "desc": "",
            "name": "Wyrmling Wind Dragon",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "charmed, exhausted, paralyzed",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Draconic, Primordial",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Breath of Gales (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 131,
            "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_wyrmling-wind-dragon/"
        },
        {
            "slug": "young-mithral-dragon",
            "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.",
            "name": "Young Mithral Dragon",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 92,
            "hit_dice": "16d8+20",
            "speed": {
                "walk": 50,
                "fly": 60
            },
            "strength": 13,
            "dexterity": 22,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "acrobatics": 6,
                "insight": 5,
                "perception": 5,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, thunder",
            "condition_immunities": "charmed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Common, Draconic, Primordial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n3/day: enhance ability"
                }
            ],
            "spell_list": [],
            "page_no": 134,
            "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_young-mithral-dragon/"
        },
        {
            "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": "cloaker_bf",
            "desc": "",
            "name": "Cloaker",
            "size": "large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 4,
            "dexterity_save": 5,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Aberrant Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Deep Speech,Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cloaker makes one Bite attack and two Tail attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage on the attack roll, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can't make Bite attacks, and at the start of each of the cloaker's turns, the target takes 18 (4d6+4) piercing damage. The attached cloaker moves with the target whenever the target moves, requiring none of the cloaker's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 15 STR check."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."
                },
                {
                    "name": "Moan (Recharge 6)",
                    "desc": "The cloaker releases a deep, thrumming moan that rattles the nerves of all who hear it. Each creature within 30 feet of the cloaker that can hear the moan and that isn't an Aberration must make a DC 15 WIS save. On a failure, a creature takes 40 (9d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cloak of Shadows (3/Day)",
                    "desc": "While the cloaker isn't in bright light, it pulls shadows around itself, partially obscuring its form. For 1 minute or until the cloaker is hit with an attack, the cloaker's Stealth is 20, and creatures have disadvantage on attack rolls against the cloaker."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aberrant Resilience",
                    "desc": "The cloaker is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."
                },
                {
                    "name": "Damage Transfer",
                    "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in bright light, the cloaker has disadvantage on attack rolls, and its Perception is 6 when perceiving by sight."
                }
            ],
            "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_cloaker/"
        },
        {
            "slug": "cultist_bf",
            "desc": "",
            "name": "Cultist",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "studded leather",
            "hit_points": 9,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 0,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Dark Devotion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Sacrificial Dagger",
                    "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4+1) slashing damage. If the target is paralyzed, prone, stunned, or unconscious, it takes an extra 2 (1d4) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "For the Cause!",
                    "desc": "When a friendly creature the cultist can see within 5 feet of it is hit by an attack that would reduce that creature to 0 HP, the cultist can leap in front of the attack, taking the damage instead."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Dark Devotion",
                    "desc": "The cultist is resistant to the charmed and frightened 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_cultist/"
        },
        {
            "slug": "gladiator_bf",
            "desc": "",
            "name": "Gladiator",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "studded leather, shield",
            "hit_points": 108,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 7,
            "dexterity_save": 2,
            "constitution_save": 6,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "frightened",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gladiator makes two Shield Bash attacks and two Spear attacks, or it makes three Spear attacks."
                },
                {
                    "name": "Shield Bash",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 STR save or be knocked prone."
                },
                {
                    "name": "Spear",
                    "desc": "_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit:_ 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Entertaining Display",
                    "desc": "The gladiator slams its spear against its shield, twirls its spear, or roars while flexing, entertaining or intimidating up to two creatures it can see within 15 feet of it. Each target must succeed on a DC 15 CHA save or be charmed or frightened (the gladiator's choice) until the end of its next turn."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Brutal",
                    "desc": "A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."
                }
            ],
            "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_gladiator/"
        },
        {
            "slug": "golmana_bf",
            "desc": "",
            "name": "Golmana",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 118,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 4,
            "dexterity_save": 3,
            "constitution_save": 2,
            "intelligence_save": -1,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "blinded,frightened,Demonic Resilience",
            "condition_immunities": "",
            "senses": "keensense 60 ft. (can't sense beyond this radius)",
            "languages": "Abyssal,Void Speech,telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golmana makes two Claws attacks and one Tail attack. If both Claws attacks hit a Medium or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the golmana can't make Claws attacks against other targets."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."
                },
                {
                    "name": "Void Screech (Recharge 5-6)",
                    "desc": "The golmana lets out a keening screech in a 30-foot cone. Each creature that isn't a Fiend in that area must make a DC 15 CON save. On a failure, a creature takes 14 (4d6) necrotic damage and 18 (4d8) thunder damage, and it has disadvantage on the next attack roll it makes before the start of the golmana's next turn, as brief contact with the energies of the Void destabilizes the creature. On a success, a creature takes half the damage and doesn't suffer this disadvantage on its next attack roll."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Consuming Rend",
                    "desc": "The golmana violently digs its small, torso claws into one creature it is grappling. The target must make a DC 15 DEX save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. The golmana then regains HP equal to the damage dealt."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The golmana is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Heightened Hearing",
                    "desc": "The golmana's Perception is 19 when perceiving by hearing."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golmana has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The golmana can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "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_golmana/"
        },
        {
            "slug": "hobgoblin_commander_bf",
            "desc": "",
            "name": "Hobgoblin Commander",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 72,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 1,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,frightened",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Goblin",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hobgoblin commander makes three Greatsword or Longbow attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6+2) slashing damage."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Martial Tactics",
                    "desc": "The hobgoblin commander employs one of the following tactics:\n- **Emboldening Shout.** One friendly creature within 30 feet of the hobgoblin commander that it can see gains 7 (2d6) temporary HP until the start of the commander's next turn.\n- **Pressing Advance.** The commander moves up to half its speed and commands one friendly creature it can see within 30 feet of it to also move. The target can use its reaction to move up to half its speed in the direction of the commander's choosing. This movement for both creatures is unaffected by difficult terrain and doesn't provoke opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Unshakable Command",
                    "desc": "Each friendly creature within 30 feet of the hobgoblin commander can't be charmed or frightened while the commander isn't incapacitated."
                }
            ],
            "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_hobgoblin-commander/"
        },
        {
            "slug": "knight_bf",
            "desc": "",
            "name": "Knight",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 0,
            "constitution_save": 2,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,frightened",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common and one other language",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The knight makes three Greatsword attacks, or it makes four Javelin attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."
                },
                {
                    "name": "Javelin",
                    "desc": "_Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Champion's Challenge",
                    "desc": "The knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 13 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chivalrous Presence",
                    "desc": "The knight exudes a powerful presence. At the start of each of the knight's turns, it chooses one of the following presences, which lasts until the start of the knight's next turn.\n- **Empowering Presence.** Each friendly creature that starts its turn within 15 feet of the knight has advantage on the first attack roll it makes before this presence ends.\n- **Protective Presence.** Hostile creatures have disadvantage on attack rolls against friendly creatures within 5 feet of the knight.\n- **Unwavering Presence.** Each friendly creature within 15 feet of the knight is resistant to the charmed and frightened 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_knight/"
        },
        {
            "slug": "lizardfolk_ruler_bf",
            "desc": "",
            "name": "Lizardfolk Ruler",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Lizardfolk",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "scale mail",
            "hit_points": 100,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 15,
                "swim": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 2,
            "charisma_save": 2,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "charmed,frightened",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Draconic",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lizardfolk ruler makes two Bite attacks and one Greataxe attack, or it makes three Javelin attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."
                },
                {
                    "name": "Greataxe",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 16 (2d12+3) slashing damage."
                },
                {
                    "name": "Javelin",
                    "desc": "_Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 10 (2d6+3) piercing damage in melee or 6 (1d6+3) piercing damage at range."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Leader's Challenge",
                    "desc": "The ruler hisses out a challenge or a threat (the ruler's choice) toward one creature it can see within 30 feet of it. The target must make a DC 13 CHA save. If the target fails the save against a challenge, the target has disadvantage on attack rolls against any creature other than the ruler until the start of the ruler's next turn. If the target fails the save against a threat, the ruler has advantage on the next attack roll it makes against the target before the start of its next turn."
                }
            ],
            "reactions": [
                {
                    "name": "Inspiring Hiss",
                    "desc": "When a friendly lizardfolk the ruler can see within 30 feet of it is hit by an attack, the ruler can hiss out inspiring words to encourage the lizardfolk to keep going. The target gains 5 (2d4) temporary HP for 1 minute."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Brutal",
                    "desc": "A melee weapon deals one extra die of its damage when the lizardfolk ruler hits with it (included in the attack)."
                },
                {
                    "name": "Heightened Smell and Taste",
                    "desc": "The lizardfolk's Perception is 17 when perceiving by smell or taste."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The lizardfolk ruler can hold its breath for 15 minutes."
                },
                {
                    "name": "Unshakable Command",
                    "desc": "Each friendly creature within 30 feet of the lizardfolk ruler can't be charmed or frightened while the ruler isn't incapacitated."
                }
            ],
            "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_lizardfolk-ruler/"
        },
        {
            "slug": "master_alchemist_bf",
            "desc": "",
            "name": "Master Alchemist",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 152,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 24,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 0,
            "dexterity_save": 4,
            "constitution_save": 6,
            "intelligence_save": 7,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master alchemist makes three Hasty Concoction attacks."
                },
                {
                    "name": "Hasty Concoction",
                    "desc": "_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 17 (3d8+4) acid, cold, fire, or poison damage (the alchemist's choice). The concoction then causes one of the following effects of the master alchemist's choice.\n- **Disorienting Vapors.** Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.\n- **Poisonous Cloud.** An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the master alchemist's next turn.\n- **Slick Floor.** A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the master alchemist's next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone. When the master alchemist makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The master alchemist throws an explosive flask at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Healing Unguent (3/Day)",
                    "desc": "The master alchemist rubs a greasy unguent on a creature's wounds. The target regains 14 (4d6) HP."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Protective Draught (Recharge 4-6)",
                    "desc": "The master alchemist drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the master alchemist's choice) until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Tools of the Trade",
                    "desc": "The master alchemist is proficient with alchemist's supplies and doubles its proficiency bonus for any ability check it makes with alchemist's supplies."
                }
            ],
            "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_master-alchemist/"
        },
        {
            "slug": "nightmare_bf",
            "desc": "",
            "name": "Nightmare",
            "size": "large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "",
            "speed": {
                "walk": 60,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "-",
            "languages": "understands Abyssal,Common,and Infernal but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nightmare makes two Flaming Hoof attacks."
                },
                {
                    "name": "Flaming Hoof",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Ethereal Stride",
                    "desc": "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Burning Hoofprints",
                    "desc": "The nightmare increases the intensity of the heat on its hooves. Until the start of its next turn, it leaves burning hoofprints in any surface through which it walks, creating a trail of fire in its wake. A creature that enters a space with burning hoofprints for the first time on a turn or starts its turn there must succeed on a DC 13 DEX save or take 3 (1d6) fire damage. The hoofprints stop burning at the start of the nightmare's next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Illumination",
                    "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Riding Flames",
                    "desc": "Any creature riding a willing nightmare is resistant to fire damage. A creature riding the nightmare without the nightmare's permission takes 3 (1d6) fire damage at the start of each of the nightmare's turns."
                }
            ],
            "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_nightmare/"
        },
        {
            "slug": "salamander_bf",
            "desc": "",
            "name": "Salamander",
            "size": "large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Ignan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The salamander makes one Trident attack and one Tail attack, or it makes three Fire Bolt attacks. It can replace one Trident attack with a Tail attack."
                },
                {
                    "name": "Trident",
                    "desc": "_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. If the target is wielding a weapon or shield, it must succeed on a DC 14 DEX save or drop the weapon or shield (the salamander's choice if the target is wielding both)."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets."
                },
                {
                    "name": "Fire Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, ranged 60 ft., one target. _Hit:_ 12 (3d6+2) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Tighten Grip",
                    "desc": "The salamander tightens its grip around one creature it is grappling. Until the start of the salamander's next turn, the target has disadvantage on any check made to escape the grapple, and other than a successful check to escape the grapple, the target can't be moved, knocked prone, or otherwise removed from the salamander's grasp without the salamander's permission."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heated Body",
                    "desc": "A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                },
                {
                    "name": "Heated Weapons",
                    "desc": "When the salamander hits with a metal melee weapon, the weapon deals an extra 7 (2d6) fire damage (included in the attack)."
                }
            ],
            "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_salamander/"
        },
        {
            "slug": "specter_bf",
            "desc": "",
            "name": "Specter",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 27,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "fly": 50,
                "hover": true
            },
            "strength": 1,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": -5,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,unconscious,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Life Drain",
                    "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit:_ 12 (3d6+2) necrotic damage. The target must succeed on a DC 12 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Retributive Shriek",
                    "desc": "When the specter takes damage from a creature it can see within 30 feet of it, the specter can shriek with the fury of its tormented existence. That creature must succeed on a DC 12 WIS save or be frightened until the end of its next turn."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the specter has disadvantage on attack rolls, and its Perception is 5 when perceiving by sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The specter doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The specter is immune to poison damage, to exhaustion, and to the poisoned 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_specter/"
        },
        {
            "slug": "unska_bf",
            "desc": "",
            "name": "Unska",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 88,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": -1,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "charmed,frightened,Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The unska makes two Claw attacks and one Tongue attack, or it makes three Ink Blast attacks."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. While poisoned, the target has disadvantage on saves against the unska's Whirl of Ink. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Tongue",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. The target must succeed on a DC 14 CON save, or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its HP maximum is reduced to 0."
                },
                {
                    "name": "Ink Blast",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 12 (3d6+2) poison damage, and the target must succeed on a DC 14 CON save or have disadvantage on the next save it makes against the unska's Whirl of Ink before the start of the unska's next turn."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Whirl of Ink",
                    "desc": "Tattoos leap off the unska's body and latch onto a creature the unska can see within 30 feet of it. The target must succeed on a DC 14 WIS save or be charmed, disoriented, or frightened (the unska's choice) until the end of its next turn. When a disoriented creature moves, it moves in a random direction."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The unska is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The unska 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_unska/"
        },
        {
            "slug": "vampire_thrall_bf",
            "desc": "",
            "name": "Vampire Thrall",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "Vampires",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 10
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 5,
            "constitution_save": 4,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "exhaustion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 30 ft.",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vampire thrall makes two Rapier attacks."
                },
                {
                    "name": "Rapier",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Repay the Gift",
                    "desc": "When a friendly vampire the thrall can see within 5 feet of it is hit by an attack that would reduce the vampire to 0 HP, the thrall can give some of its life force to save the vampire. The thrall loses 10 (3d6) HP, and the vampire regains HP equal to that amount."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood-Bound",
                    "desc": "If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week, and it loses darkvision and its Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood."
                },
                {
                    "name": "Limited Regeneration",
                    "desc": "The thrall regains 2 HP at the start of its turn if it has at least 1 HP and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the thrall has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."
                }
            ],
            "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_vampire-thrall/"
        },
        {
            "slug": "vrock_bf",
            "desc": "",
            "name": "Vrock",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 22,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 5,
            "constitution_save": 4,
            "intelligence_save": -1,
            "wisdom_save": 6,
            "charisma_save": 2,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Abyssal,telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vrock makes one Beak attack and two Talon attacks."
                },
                {
                    "name": "Beak",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage."
                },
                {
                    "name": "Talon",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10+3) slashing damage."
                },
                {
                    "name": "Wing Spores (Recharge 5-6)",
                    "desc": "The vrock shakes a cloud of toxic spores from its wings. Each creature within 15 feet of it must make a DC 15 CON save. On a failure, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. While poisoned, a creature takes 3 (1d6) poison damage at the start of each of its turns. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the poisoned creature also ends the effect on it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Startling Screech",
                    "desc": "The vrock emits a horrific screech at one creature it can see within 30 feet of it. The target must succeed on a DC 14 CON save or be able to take either an action or bonus action on its turn, not both, and it can't take reactions."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The vrock is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vrock 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_vrock/"
        },
        {
            "slug": "white_dragon_wyrmling_bf",
            "desc": "",
            "name": "White Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 54,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 60,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": -3,
            "wisdom_save": 2,
            "charisma_save": 2,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage plus 2 (1d4) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 CON save, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "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_white-dragon-wyrmling/"
        },
        {
            "slug": "wight_bf",
            "desc": "",
            "name": "Wight",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 69,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "Undead Resilience,frightened",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wight makes two Longsword or Longbow attacks. It can replace one attack with a Life Drain attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. _Hit:_ 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0.<br>A Humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."
                },
                {
                    "name": "Longsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 11 (2d8+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Command Horde",
                    "desc": "The wight commands up to five friendly skeletons or zombies to do one of the following:\n- **Protect.** Until the start of the wight's next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.\n- **Overwhelm.** Until the start of the wight's next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn't incapacitated.\n- **Shamble.** Each target uses its reaction to move up to its speed in a direction chosen by the wight. If this movement provokes an opportunity attack, that attack is made with disadvantage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Martial Adept",
                    "desc": "A manufactured weapon, such as a sword or bow, deals one extra die of its damage when the wight hits with it (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wight has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The wight doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The wight is immune to poison damage, to exhaustion, and to the poisoned 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_wight/"
        },
        {
            "slug": "wraith_bf",
            "desc": "",
            "name": "Wraith",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 85,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "fly": 60,
                "hover": true
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": -2,
            "dexterity_save": 4,
            "constitution_save": 3,
            "intelligence_save": 1,
            "wisdom_save": 2,
            "charisma_save": 2,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wraith makes two Life Drain attacks."
                },
                {
                    "name": "Life Drain",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) necrotic damage. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."
                },
                {
                    "name": "Create Specter",
                    "desc": "The wraith targets one Humanoid it can see within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a **specter** in the space of its corpse or in the nearest unoccupied space. The **specter** is under the wraith's control. The wraith can have no more than seven specters under its control at one time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trail of Death (Recharge 4-6)",
                    "desc": "The wraith moves up to 30 feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must succeed on a DC 15 DEX save or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes 3 (1d6) necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP."
                }
            ],
            "reactions": [
                {
                    "name": "Unravel Life",
                    "desc": "When a creature the wraith can see within 30 feet of it and that isn't a Construct or Undead regains HP, the wraith can corrupt the healing energies, halving the amount of healing that creature receives."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wraith has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The wraith doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The wraith is immune to poison damage, to exhaustion, and to the poisoned 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_wraith/"
        },
        {
            "slug": "wyrdling_bf",
            "desc": "",
            "name": "Wyrdling",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": 0,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 5,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic,charmed,frightened",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Psychic Burst",
                    "desc": "_Melee or Ranged Spell Attack:_ +5 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 13 (3d6+3) psychic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Pronounce Fate",
                    "desc": "The wyrdling pronounces the fate, either fortune or doom (the wyrdling's choice), of one creature it can see within 30 feet of it. The target rolls a d4 and adds (fortune) or subtracts (doom) the number rolled to the next attack roll or save it makes before the start of the wyrdling's next turn."
                }
            ],
            "reactions": [
                {
                    "name": "Call on Fate",
                    "desc": "When the wyrdling is attacked by a creature it can see, it can pluck the strands of fate around the creature, imposing disadvantage on that attack roll. If the attack misses, the wyrdling or one friendly creature it can see within 30 feet of it has advantage on the next attack roll it makes against the attacker before the end of the wyrdling's next turn."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Intuition",
                    "desc": "The wyrdling rolls two dice for initiative, taking the higher number. In addition, the wyrdling has advantage on WIS (Insight) checks."
                },
                {
                    "name": "Read Fate",
                    "desc": "The wyrdling can spend 1 minute communing with fate on behalf of one creature that remains within 10 feet of it for the duration. The creature must ask a single question concerning a specific goal, event, or activity to occur within 7 days. At the end of the minute, the wyrdling pronounces the result of the target's inquiry. This trait works like the divination spell, except it can't be used to answer a specific creature's question more than once every 3 days, regardless if the creature asks a different question."
                }
            ],
            "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_wyrdling/"
        },
        {
            "slug": "aviere",
            "desc": "A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song._  \nAvieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby.  \n**Songbirds.** Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area.  \n**Temple Assistants.** Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes.",
            "name": "Aviere",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any good",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 17,
            "hit_dice": "5d4+5",
            "speed": {
                "fly": 30,
                "walk": 10
            },
            "strength": 7,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 10,
            "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": {
                "performance": 6,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 11",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Song of Life",
                    "desc": "The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable."
                },
                {
                    "name": "Song of Healing (1/Day)",
                    "desc": "The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Divine Rejuvenation",
                    "desc": "An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere's deity prays over the aviere's ashes at dawn. If unholy water is sprinkled on the aviere's ashes, the aviere can't return to life, except through a wish spell or divine will."
                },
                {
                    "name": "Illumination",
                    "desc": "The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aviere has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The aviere's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 36,
            "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_aviere/"
        },
        {
            "slug": "baliri-demon",
            "desc": "A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.",
            "name": "Baliri Demon",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d8+100",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": 11,
            "dexterity_save": 8,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "persuasion": 7,
                "religion": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Abyssal, Common, telepathy 120 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The baliri demon makes three attacks: one with its bite and two with its pincers."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Pincers",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Blood Bray (Recharge 6)",
                    "desc": "The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The baliri has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Praising Brays",
                    "desc": "As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "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_baliri-demon/"
        },
        {
            "slug": "blood-imp",
            "desc": "Blood drips from the lips of this crimson fiend._  \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.  \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.",
            "name": "Blood Imp",
            "size": "Tiny",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "walk": 20,
                "fly": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 4,
                "religion": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Common, Infernal",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Spew Blood",
                    "desc": "Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bleed the Dying",
                    "desc": "The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage."
                },
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the imp's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The imp has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 103,
            "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_blood-imp/"
        },
        {
            "slug": "butatsch",
            "desc": "This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame._  \n**The Horror in the Lake.** In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating.  \n**Unsettling Morality.** While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came.",
            "name": "Butatsch",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 248,
            "hit_dice": "16d20+80",
            "speed": {
                "walk": 20,
                "swim": 50
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 16,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "perception": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "acid, fire",
            "condition_immunities": "grappled, paralyzed, prone, restrained",
            "senses": "truesight 120 ft., passive Perception 23",
            "languages": "Common, Deep Speech",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target."
                },
                {
                    "name": "Immolating Gaze",
                    "desc": "The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn't immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn't douse fires set by the butatsch's Immolating Gaze."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d8+6"
                },
                {
                    "name": "Ingest",
                    "desc": "The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch's turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Thousands of Eyes",
                    "desc": "The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits."
                }
            ],
            "spell_list": [],
            "page_no": 54,
            "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_butatsch/"
        },
        {
            "slug": "cackling-skeleton",
            "desc": "The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Cackling Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 26,
            "hit_dice": "4d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Mock (Recharge 5-6)",
                    "desc": "The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cackle",
                    "desc": "The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."
                },
                {
                    "name": "Turn Vulnerability",
                    "desc": "The cackling skeleton has disadvantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cackling-skeleton/"
        },
        {
            "slug": "carnivorous-ship",
            "desc": "The prow of the ship opens into a gigantic, tooth-filled maw, while humanoid-shaped blobs of flesh swarm over the rails._  \n**Bribable.** A giant cousin to the mimic, the carnivorous ship is a cunning hunter of the seas. Wise captains traveling through known carnivorous ship hunting grounds carry tithes and offerings to placate the creatures.  \n**Solitary Ship Eaters.** Carnivorous ships live and hunt alone. Though they prefer to consume wood, metal, rope, and cloth, they aren’t above eating flesh and readily eat entire ships, crew and all. They reproduce asexually after a season of particularly successful hunts. Young carnivorous ships are about the size of rowboats and use the statistics of a Open Game License",
            "name": "Carnivorous Ship",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 186,
            "hit_dice": "12d20+60",
            "speed": {
                "walk": 10,
                "swim": 60
            },
            "strength": 23,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 12,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The carnivorous ship makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 18 (4d8) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d10+6"
                },
                {
                    "name": "Spit Cannonballs",
                    "desc": "The carnivorous ship spits cannonball-like lumps of indigestible metal at up to three points it can see within 100 feet of it. Each creature within 5 feet of a point must make a DC 18 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Surge",
                    "desc": "The carnivorous ship moves up to 400 feet in a straight line and can move through Huge and smaller objects as if they were difficult terrain. This movement doesn't provoke opportunity attacks. If it moves through a Huge or smaller object, the object takes 55 (10d10) bludgeoning damage. If it moves through a ship, the ship's pilot can make a DC 15 Wisdom check using navigator's tools, halving the damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The carnivorous ship can breathe air and water."
                },
                {
                    "name": "Drones",
                    "desc": "Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones. Drones share a telepathic link with the carnivorous ship and are under its control. A drone uses the statistics of a zombie, except it can't be knocked prone while on the carnivorous ship and can attach itself to the ship as a reaction when the ship moves. The carnivorous ship can have no more than 12 drones under its control at one time."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The carnivorous ship can use its action to polymorph into a Gargantuan ship (such as a galleon) or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "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_carnivorous-ship/"
        },
        {
            "slug": "dancing-foliage",
            "desc": "A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.",
            "name": "Dancing Foliage",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 40
            },
            "strength": 9,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3,
                "performance": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "passive Perception 13",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dancing foliage makes four attacks with its serrated leaves."
                },
                {
                    "name": "Serrated Leaves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Flower Dance (Recharge 4-6)",
                    "desc": "The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shower of Petals",
                    "desc": "When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."
                },
                {
                    "name": "Nimble Dance",
                    "desc": "The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dancing-foliage/"
        },
        {
            "slug": "darakhul-spy",
            "desc": "The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.",
            "name": "Darakhul Spy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 5,
                "perception": 4,
                "stealth": 7,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_darakhul-spy/"
        },
        {
            "slug": "derro-shadowseeker",
            "desc": "This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable.  \n_**Erratic Combatants.**_ Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them.  \n_**Unreliable Allies.**_ Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.",
            "name": "Derro Shadowseeker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "derro",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 30
            },
            "strength": 9,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 7,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 1,
            "skills": {
                "acrobatics": 8,
                "perception": 1,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Dwarvish, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The derro shadowseeker makes three melee attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4+5"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Maddening Convulsions (Recharge 5-6)",
                    "desc": "The shadowseeker's body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell 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 shadowseeker's Maddening Convulsions for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Erratic Movement",
                    "desc": "The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage."
                },
                {
                    "name": "Evasion",
                    "desc": "If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadowseeker has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn't incapacitated and the shadowseeker doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "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_derro-shadowseeker/"
        },
        {
            "slug": "fey-revenant",
            "desc": "An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness._  \n**Will of the Fey Queen.** Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen. She calls them to her court and blesses them with a measure of her power.  \n**Fey Transformation.** A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet.",
            "name": "Fey Revenant",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Queen's Grasp",
                    "desc": "Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The fey revenant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the fey revenant's darkvision."
                },
                {
                    "name": "Shadow Traveler (4/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 150,
            "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_fey-revenant/"
        },
        {
            "slug": "galidroo",
            "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License",
            "name": "Galidroo",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 90 ft., passive Perception 18",
            "languages": "Deep Speech, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Prophetic Screech (Recharge 5-6)",
                    "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Lassitude",
                    "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."
                },
                {
                    "name": "Selective Precognition",
                    "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."
                },
                {
                    "name": "Two-Headed",
                    "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_galidroo/"
        },
        {
            "slug": "grimmlet",
            "desc": "A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field._  \n**Strange Families.** Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury.  \n**Whispering Menace.** Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur.",
            "name": "Grimmlet",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 28,
            "hit_dice": "8d4+8",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, charmed, deafened, petrified, poisoned, prone, stunned",
            "senses": "blindsight 60 ft., passive Perception 10",
            "languages": "understands Void Speech but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Crystal Edge",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) psychic damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Reproduce",
                    "desc": "When a grimmlet takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet. If the spell is a cantrip, only one grimmlet is created. Sixteen or more grimmlets within 30 feet of each other can use their reactions to come together and form a grimmlet swarm in a space within 5 feet of one grimmlet."
                },
                {
                    "name": "Self-destruct",
                    "desc": "When the grimmlet dies, it explodes in a spray of Void-infused crystal shards. Each creature within 5 feet of the grimmlet must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) slashing damage and 3 (1d6) psychic damage. Grimmlets damaged by this trait don't Reproduce."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The grimmlet'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 components:\nAt will: crushing curse, minor illusion\n3/day each: maddening whispers"
                }
            ],
            "spell_list": [],
            "page_no": 186,
            "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_grimmlet/"
        },
        {
            "slug": "imperial-dragon-wyrmling",
            "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": "Imperial Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "insight": 3,
                "perception": 5,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The dragon can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "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_imperial-dragon-wyrmling/"
        },
        {
            "slug": "lazavik",
            "desc": "Standing no taller than a cat, this tiny humanoid has a snowwhite beard and a single eye that blazes with golden light. He holds a long reed whip in his hands._  \n**Swamp-Dwelling Fey.** Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female Open Game License",
            "name": "Lazavik",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d4+16",
            "speed": {
                "swim": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 8,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Reed Whip",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Eye Flare (Recharge 5-6)",
                    "desc": "The lazavik's eye flares with blinding light in a 15-foot cone. Each creature in the area much make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Glowing Eye",
                    "desc": "As a bonus action, the lazavik makes its single eye shine with a brilliant golden light. Its eye sheds bright light in a line that is 90 feet long and 5 feet wide, or it sheds bright light in a 30-foot cone. Each creature in the area illuminated by the lazavik's eye gains the lazavik's Swamp Stride trait as long as it remains on the illuminated path. The lazavik can douse its light at any time (no action required)."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The lazavik can hold its breath for 30 minutes."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The lazavik can communicate with beasts as if they shared a language."
                },
                {
                    "name": "Swamp Stride",
                    "desc": "Difficult terrain composed of mud, reeds, or other marshy terrain doesn't cost the lazavik extra movement. In addition, it can pass through nonmagical hazards, such as quicksand, without being hindered by them and through nonmagical plants without taking damage from them, despite thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 236,
            "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_lazavik/"
        },
        {
            "slug": "light-drake",
            "desc": "The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._  \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides.  \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure.  \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License",
            "name": "Light Drake",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 24,
            "hit_dice": "7d4+7",
            "speed": {
                "fly": 60,
                "walk": 20,
                "hover": true
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "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+3"
                },
                {
                    "name": "Breath Weapon (Recharge 6)",
                    "desc": "A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Reflective Scales",
                    "desc": "When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The light drake'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:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire"
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "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_light-drake/"
        },
        {
            "slug": "mountain-nymph",
            "desc": "The pitiless eyes of this elven creature are black as pitch with neither white nor iris._  \n**Born to Hunt.** Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears.  \n**Despoilers of Despoilers.** Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore.  \n**Relentless Stalkers.** Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink.",
            "name": "Mountain Nymph",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mountain nymph makes three longbow attacks."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hunter's Foresight",
                    "desc": "The mountain nymph can see the immediate future of a creature affected by her hunter's mark spell. While hunter's mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature's spells and special abilities."
                },
                {
                    "name": "Mountain Walk",
                    "desc": "The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost her extra movement."
                },
                {
                    "name": "Point Blank Hunter",
                    "desc": "When the mountain nymph makes a ranged attack with a bow, she doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mountain nymph's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: hunter's mark\n3/day each: misty step, spike growth\n1/day: pass without trace"
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "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_mountain-nymph/"
        },
        {
            "slug": "mydnari",
            "desc": "This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive._  \n**Sightless Alchemists.** The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes.  \n**Bound in Jelly.** Each mydnari enters into a symbiotic relationship with a mutated strain of Open Game License",
            "name": "Mydnari",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 4,
                "intimidation": 4,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Acid Glob",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound in Jelly",
                    "desc": "The mydnari and its jelly are wholly reliant on each other. If the mydnari's jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait."
                },
                {
                    "name": "Jelly Symbiosis",
                    "desc": "A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage."
                },
                {
                    "name": "Ooze Empathy",
                    "desc": "A mydnari can use its Animal Handling skill on ooze-type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mydnari/"
        },
        {
            "slug": "ophidiotaur",
            "desc": "This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands._  \n**Born from Corruption.** An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities.  \n**Servants of Serpents.** Ophidiotaurs serve evil nagas, Open Game License",
            "name": "Ophidiotaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "swim": 30,
                "walk": 50
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ophidiotaur makes two attacks: one with its bite and one with its glaive."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Poisoned Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Call Serpents (1/Day)",
                    "desc": "The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur's choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ophidiotaur has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 282,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ophidiotaur/"
        },
        {
            "slug": "scroll-mummy",
            "desc": "Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes._  \nA scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy.  \n**Curseless.** This alternate Open Game License",
            "name": "Scroll Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scroll mummy makes two spell-siphoning fist attacks."
                },
                {
                    "name": "Spell-Siphoning Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster's spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait).",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The scroll mummy has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Scroll Body",
                    "desc": "The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The scroll mummy's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness\n5/day each: hold person, inflict wounds, scorching ray\n3/day each: bestow curse, fear\n1/day each: black tentacles, confusion"
                }
            ],
            "spell_list": [],
            "page_no": 0,
            "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_scroll-mummy/"
        },
        {
            "slug": "timingila",
            "desc": "This massive shark-eel surges out of the water, opening titanic jaws large enough to bite a ship in half._  \n**Bribable.** Wise captains traveling through timingila hunting grounds often carry tithes and offerings in hopes of placating the creatures.  \n**Lesser Leviathan.** The timingila is one of the largest creatures in the seas. Some scholarly tomes suggest a connection between the timingila and rarer leviathans but no definitive proof has yet been found.  \n**Master of the Seas.** The timingila is an apex predator of the oceans. It hunts whales primarily but eats anything it can catch. The timingila is fiercely territorial and considers all of the ocean its personal domain.",
            "name": "Timingila",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "titan",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 232,
            "hit_dice": "15d20+75",
            "speed": {
                "swim": 60,
                "walk": 0
            },
            "strength": 28,
            "dexterity": 5,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, thunder",
            "condition_immunities": "frightened",
            "senses": "blindsight 120 ft., passive Perception 18",
            "languages": "understands Abyssal, Celestial, Draconic, and Infernal but can’t speak",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The timingila makes four attacks: one with its bite, one with its tail slap, and two with its flippers."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the timingila. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the timingila, and it takes 21 (6d6) acid damage at the start of each of the timingila's turns.\n\nIf the timingila takes 30 damage or more on a single turn from a creature inside it, the timingila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the timingila. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.",
                    "attack_bonus": 14,
                    "damage_dice": "3d10+9"
                },
                {
                    "name": "Flipper",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6+9"
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the timingila and knocked prone.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8+9"
                },
                {
                    "name": "Breach",
                    "desc": "The timingila swims up to its swimming speed without provoking opportunity attacks. If it breaches the water's surface, it crashes back down, creating a wave in a 30-foot-wide, 120-footlong line that is 30 feet tall. Any Gargantuan or smaller vehicles in the line are carried up to 100 feet away from the timingila and have a 50 percent chance of capsizing."
                },
                {
                    "name": "Resonating Roar (Recharge 5-6)",
                    "desc": "The timingila roars in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a vehicle is in the area, the roar travels into the vehicle and resonates inside it. Each creature inside the vehicle, even if the creature is outside the roar's area, must succeed on a DC 18 Constitution saving throw or take half the damage from the roar."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The timingila deals double damage to objects and structures."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The timingila can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "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_timingila/"
        },
        {
            "slug": "ulnorya",
            "desc": "Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._  \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims.  \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.",
            "name": "Ulnorya",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "athletics": 5,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Replicate (1/Day)",
                    "desc": "The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The ulnorya is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Photoadaptive Hide",
                    "desc": "If the ulnorya didn't move on its previous turn, it is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "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_ulnorya/"
        },
        {
            "slug": "vine-drake",
            "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._  \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing.  \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome.  \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.",
            "name": "Vine Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "climb": 50,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 7,
                "nature": 3,
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Vine Lash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Speak with Plants",
                    "desc": "The drake can communicate with plants as if they shared a language."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                },
                {
                    "name": "Innate Spellcasting (2/Day)",
                    "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_vine-drake/"
        }
    ]
}