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=37
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=38",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=36",
    "results": [
        {
            "slug": "monolith-champion",
            "desc": "_This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword is slung across its back._  \n**Beautiful Constructs.** Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what’s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming by mortal folk.  \n**Expensive Armor.** Regardless of a viewer’s esthetic opinion, it’s obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect; every surface is masterfully burnished and etched with detail almost invisible to the naked eye or decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct.  \n**Keeping Out the Rabble.** As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.  \n**Constructed Nature.** A monolith champion doesn’t require air, food, drink, or sleep.",
            "name": "Monolith Champion",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The champion makes two greatsword attacks or two slam attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                }
            ],
            "spell_list": [],
            "page_no": 294,
            "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_monolith-champion/"
        },
        {
            "slug": "monolith-footman",
            "desc": "_A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention._  \n**Beautiful Construct.** Like the Open Game License",
            "name": "Monolith Footman",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d10+16",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                },
                {
                    "name": "Simple Construction",
                    "desc": "Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_monolith-footman/"
        },
        {
            "slug": "moss-lurker",
            "desc": "_Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times._  \nLike their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.  \n**Rocks and Large Weapons.** Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift.",
            "name": "Moss Lurker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "blind, poisoned",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Giant, Sylvan, Trollkin",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Great Sword or Maul",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Mushroom-Poisoned Javelin",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Dropped Boulder",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain."
                },
                {
                    "name": "Love of Heavy Weapons",
                    "desc": "While moss lurkers can use heavy weapons, they have disadvantage while wielding them."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Poisoned Gifts",
                    "desc": "A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake."
                }
            ],
            "spell_list": [],
            "page_no": 298,
            "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_moss-lurker/"
        },
        {
            "slug": "myling",
            "desc": "_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._  \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly.  \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling.  \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.  \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.",
            "name": "Myling",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The myling makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Buried Alive",
                    "desc": "If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_myling/"
        },
        {
            "slug": "ratfolk",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "studded leather armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Light crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Nimbleness",
                    "desc": "The ratfolk can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk/"
        },
        {
            "slug": "ratfolk-rogue",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk Rogue",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "studded leather armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 5,
                "perception": 2,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Rat Dagger Flurry",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cunning Action",
                    "desc": "A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide."
                },
                {
                    "name": "Nimbleness",
                    "desc": "A ratfolk rogue can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "A ratfolk rogue deals an extra 3 (1d6) 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 one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk-rogue/"
        },
        {
            "slug": "ravenfolk-warrior",
            "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 Warrior",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "kenku",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "studded leather armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 2,
            "perception": 5,
            "skills": {
                "deception": 2,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Feather Speech, Huginn",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack."
                },
                {
                    "name": "Ghost Wings",
                    "desc": "The ravenfolk warrior 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": "Longbow",
                    "desc": "Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage."
                },
                {
                    "name": "Peck",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Radiant Runespear",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Odin's Call",
                    "desc": "A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Rune Weapons",
                    "desc": "Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand."
                },
                {
                    "name": "Mimicry",
                    "desc": "Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "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-warrior/"
        },
        {
            "slug": "roachling-lord",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Lord",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The roachling lord makes two melee attacks or throws two darts."
                },
                {
                    "name": "Begrimed Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Begrimed Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_roachling-lord/"
        },
        {
            "slug": "rotting-wind",
            "desc": "_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._  \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.  \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.  \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.  \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.",
            "name": "Rotting Wind",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this), passive Perception 10",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Wind of Decay",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Befouling Presence",
                    "desc": "All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable."
                },
                {
                    "name": "Invisibility",
                    "desc": "The rotting wind is invisible as per a greater invisibility spell."
                }
            ],
            "spell_list": [],
            "page_no": 330,
            "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_rotting-wind/"
        },
        {
            "slug": "sand-silhouette",
            "desc": "_Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern._  \n**Sand Bodies.** If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies.  \n**Traceless Movement.** Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below.  \n**Undead Nature.** A sand silhouette doesn’t require air, food, drink, or sleep.",
            "name": "Sand Silhouette",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "all languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand silhouette makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Engulf",
                    "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time."
                },
                {
                    "name": "Haunted Haboob (Recharge 4-6)",
                    "desc": "The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom 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": "Camouflage",
                    "desc": "While in desert environments, the sand silhouette can use the Hide action even while under direct observation."
                },
                {
                    "name": "Sand Form",
                    "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Sand Glide",
                    "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "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_sand-silhouette/"
        },
        {
            "slug": "sap-demon",
            "desc": "_When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge._  \n**Tree Oozes.** Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber.  \n**Called to Vengeance.** Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further.  \n**Reckless Possessors.** A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host.",
            "name": "Sap Demon",
            "size": "Small",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural",
            "hit_points": 67,
            "hit_dice": "15d6+15",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 14,
            "dexterity": 6,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing and slashing from nonmagical attacks",
            "damage_immunities": "bludgeoning; acid, lightning",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12",
            "languages": "none in its natural form; knows the same languages as a creature it dominates",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sap demon makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.",
                    "attack_bonus": 4,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Soul Sap",
                    "desc": "The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sap demon can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Season's Change",
                    "desc": "If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 335,
            "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_sap-demon/"
        },
        {
            "slug": "scorpion-cultist",
            "desc": "",
            "name": "Scorpion Cultist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 19,
            "hit_dice": "3d8+6",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 2,
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scorpion cultist makes two melee attacks or two ranged attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Sling",
                    "desc": "Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Senses",
                    "desc": "The scorpion cultist has advantage on Wisdom (Perception) checks."
                }
            ],
            "spell_list": [],
            "page_no": 425,
            "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_scorpion-cultist/"
        },
        {
            "slug": "sluagh-swarm",
            "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.",
            "name": "Sluagh Swarm",
            "size": "Medium",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.",
                    "attack_bonus": 5,
                    "damage_dice": "8d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage",
                    "desc": "They travel in swarms for a reason."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Shadowy Stealth",
                    "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_sluagh-swarm/"
        },
        {
            "slug": "spider-of-leng",
            "desc": "_These bloated purple spiders have small claws on their front legs that serve them as handlike manipulators. Their abdomens are a sickly purple-white._  \n**Hate Humanoids.** The nefarious spiders of Leng are highly intelligent. They are a very ancient race, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers.  \n**Dangerous Blood.** Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.",
            "name": "Spider Of Leng",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d10+51",
            "speed": {
                "walk": 30,
                "climb": 20
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": 6,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned, unconscious",
            "senses": "darkvision 240 ft., passive Perception 13",
            "languages": "Common, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A spider of Leng makes two claw attacks, two staff attacks, or one of each."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Spit Venom",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Staff of Leng",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Ancient Hatred",
                    "desc": "When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eldritch Understanding",
                    "desc": "A spider of Leng can read and use any scroll."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, detect magic, shocking grasp\n\n3/day each: shield, silence\n\n1/day each: arcane eye, confusion, hypnotic pattern, stoneskin"
                },
                {
                    "name": "Poisonous Blood",
                    "desc": "An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn."
                },
                {
                    "name": "Shocking Riposte",
                    "desc": "When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spider-of-leng/"
        },
        {
            "slug": "spinosaurus",
            "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.",
            "name": "Spinosaurus",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "14d20+84",
            "speed": {
                "walk": 60,
                "swim": 40
            },
            "strength": 27,
            "dexterity": 9,
            "constitution": 22,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "-",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.",
                    "attack_bonus": 13,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 spinosaurus' Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The spinosaurus moves up to half its speed."
                },
                {
                    "name": "Roar",
                    "desc": "The spinosaurus uses Frightful Presence."
                },
                {
                    "name": "Tail Attack (Costs 2 Actions)",
                    "desc": "The spinosaurus makes one tail attack."
                }
            ],
            "special_abilities": [
                {
                    "name": "Tamed",
                    "desc": "The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The spinosaurus deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "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_spinosaurus/"
        },
        {
            "slug": "temple-dog",
            "desc": "_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._  \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout.  \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary.  \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision.  \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.",
            "name": "Temple Dog",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Celestial and Common but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The temple dog has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Protector's Initiative",
                    "desc": "If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll."
                },
                {
                    "name": "Rushing Slam",
                    "desc": "If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "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_temple-dog/"
        },
        {
            "slug": "tophet",
            "desc": "_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.",
            "name": "Tophet",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 10,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 200 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A tophet makes two attacks, no more than one of which can be a gout of flame."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."
                },
                {
                    "name": "Gout of Flame",
                    "desc": "The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Heart",
                    "desc": "A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."
                },
                {
                    "name": "Burning Belly",
                    "desc": "Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "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_tophet/"
        },
        {
            "slug": "treacle",
            "desc": "_A curious bunny, an abandoned infant, or a delicate songbird can spell slow and agonizing death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness._  \n**Diet of Blood.** Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles’ soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours.  \n**Pet Polymorph.** Among humanoids, treacles transform into pets, infants, or injured animals. In the most horrific cases, these oozes resemble children’s toys. Treacles don’t choose their forms consciously, but instead rely on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present.  \n**Slow Drain.** Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they’re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps or is paralyzed. If threatened or injured, treacles flee. A sated treacle detaches from its victim host and seeks a cool, dark place to rest and digest. With enough food and safety, a treacle divides into two fully-grown oozes. Rarely, a mutation prevents this division, so that the sterile treacle instead grows in size. The largest can mimic human children and the elderly.  \nTreacles are small, weighing less than six lb. Their natural forms are pale and iridescent, like oil on fresh milk, but they’re seldom seen this way.",
            "name": "Treacle",
            "size": "Tiny",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "walk": 15,
                "climb": 10
            },
            "strength": 4,
            "dexterity": 6,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 1,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Reshape",
                    "desc": "The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities."
                },
                {
                    "name": "Blood Drain (1/hour)",
                    "desc": "A treacle touching the skin of a warm-blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The treacle can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Charming Presence",
                    "desc": "The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "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_treacle/"
        },
        {
            "slug": "tusked-skyfish",
            "desc": "_This horrid creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentacle-whiskers trailing behind it._  \n**Alchemical Flotation.** These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them almost vertically when they wish, or drifts with the winds. They can reach altitudes of 30,000 feet.  \n**Shocking Tendrils.** Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely.  \n**Slow Mounts.** When fitted with special saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. The jinnborn and genies seem to find them congenial beasts of burden, carrying as much as 4,000 pounds.",
            "name": "Tusked Skyfish",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 20
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tusked skyfish makes one gore attack and one tentacles attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Stench Spray (Recharge 5-6)",
                    "desc": "The tusked skyfish sprays foul-smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tendril Curtain",
                    "desc": "When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "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_tusked-skyfish/"
        },
        {
            "slug": "vile-barber",
            "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two attacks with its straight razor."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Unclean Cut",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Close-in Slasher",
                    "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it."
                },
                {
                    "name": "Inhumanly Quick",
                    "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."
                },
                {
                    "name": "Invasive",
                    "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."
                },
                {
                    "name": "Pilfer",
                    "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."
                },
                {
                    "name": "Shadow Step",
                    "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vile-barber/"
        },
        {
            "slug": "voidling",
            "desc": "_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.",
            "name": "Voidling",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "20d10",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 50
            },
            "strength": 15,
            "dexterity": 22,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "exhaustion, petrified, prone",
            "senses": "truesight 60 ft., passive Perception 13",
            "languages": "telepathy 60 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The voidling makes 4 tendril attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.",
                    "attack_bonus": 10,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Necrotic Burst (Recharge 5-6)",
                    "desc": "The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fed by Darkness",
                    "desc": "A voidling in magical darkness at the start of its turn heals 5 hit points."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"
                },
                {
                    "name": "Natural Invisibility",
                    "desc": "A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 404,
            "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_voidling/"
        },
        {
            "slug": "ychen-bannog",
            "desc": "_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._  \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.  \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.  \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.",
            "name": "Ychen Bannog",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "14d20+84",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "passive Perception 11",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ychen bannog makes one gore attack and one stomp attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.",
                    "attack_bonus": 13,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Destroying Bellow (Recharge 5-6)",
                    "desc": "The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ever-Sharp Horns",
                    "desc": "The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack."
                },
                {
                    "name": "Overrun",
                    "desc": "When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action."
                },
                {
                    "name": "Peaceful Creature",
                    "desc": "The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check."
                }
            ],
            "spell_list": [],
            "page_no": 413,
            "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_ychen-bannog/"
        },
        {
            "slug": "acolyte_bf",
            "desc": "",
            "name": "Acolyte",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 15,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": 0,
            "wisdom_save": 4,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Mace",
                    "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage plus 3 (1d6) necrotic or radiant damage (the acolyte's choice)."
                },
                {
                    "name": "Radiant Bolt",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 6 (1d4+4) radiant damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The acolyte casts one of the following spells using WIS as the spellcasting ability (spell save DC 13).<br>At will: _light_, _thaumaturgy_<br>3/day each: _bless_, _cure wounds_, _sanctuary_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Divine Providence",
                    "desc": "Each friendly creature within 20 feet of the acolyte that isn't a Construct or Undead has advantage on death saves."
                }
            ],
            "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_acolyte/"
        },
        {
            "slug": "assassin_bf",
            "desc": "",
            "name": "Assassin",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 157,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 22,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 6,
            "constitution_save": 2,
            "intelligence_save": 4,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Thieves' Cant plus any two languages",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The assassin makes three Shortsword or Hand Crossbow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Step",
                    "desc": "The assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the assassin is subjected to an effect that allows it to make a DEX save to take only half damage, the assassin instead takes no damage if it succeeds on the save, and only half damage if it fails."
                },
                {
                    "name": "Poisoned Weapons",
                    "desc": "The assassin's weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the assassin can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the assassin's next turn.\n- **Assassin's Friend.** A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.\n- **Buyer's Mercy.** A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.\n- **Meddler's Fate.** A creature poisoned by a weapon coated with this poison has its speed halved while poisoned."
                }
            ],
            "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_assassin/"
        },
        {
            "slug": "azer_bf",
            "desc": "",
            "name": "Azer",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor, shield",
            "hit_points": 49,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 4,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire,poison,poisoned",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Dwarvish,Ignan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The azer makes two Warhammer attacks."
                },
                {
                    "name": "Warhammer",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Blazing Bulwark",
                    "desc": "The azer creates fire in a 15-foot line that is 1 foot wide, originating from a point the azer can see within 15 feet of it. This line is an opaque wall that is 3 feet tall and provides half-cover to creatures behind it. A creature that moves through the line takes damage as if it touched the azer. The line of fire lasts for 1 minute or until the azer uses this bonus action again."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heated Body",
                    "desc": "A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                },
                {
                    "name": "Heated Weapons",
                    "desc": "When the azer hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack)."
                },
                {
                    "name": "Illumination",
                    "desc": "The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_azer/"
        },
        {
            "slug": "bandit_bf",
            "desc": "",
            "name": "Bandit",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "leather armor",
            "hit_points": 9,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6+1) slashing damage."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +3 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d8+1) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Steal Item",
                    "desc": "The bandit steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 11 DEX save or lose one object it is wearing or carrying of the bandit'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": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Opportunist",
                    "desc": "The bandit 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/"
        },
        {
            "slug": "bearded_devil_bf",
            "desc": "",
            "name": "Bearded Devil",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 5,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": -1,
            "wisdom_save": 2,
            "charisma_save": 0,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two Beard Spines attacks and one Glaive attack."
                },
                {
                    "name": "Beard Spines",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) piercing damage, and the target must succeed on a DC 13 CON save or be poisoned for 1 minute. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Glaive",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 10 ft., one target. _Hit:_ 8 (1d10+3) slashing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 13 CON save or lose 3 (1d6) HP at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 10 WIS (Medicine) check. The wound also closes if the target receives magical healing, provided the target is capable of regaining HP."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enhance Pain",
                    "desc": "The bearded devil enhances the pain in one creature it can see within 30 feet of it that is poisoned from the devil's Beard Spines attack or suffering an infernal wound from the devil's Glaive attack. The target must succeed on a DC 13 CON save or be incapacitated until the end of its next turn, as it doubles over in pain."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Show Mettle",
                    "desc": "While it can see a superior devil, such as a barbed devil, pit fiend, or similar, the bearded devil has advantage on saves against being charmed and frightened."
                }
            ],
            "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_bearded-devil/"
        },
        {
            "slug": "blink_dog_bf",
            "desc": "",
            "name": "Blink Dog",
            "size": "medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 14,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 1,
            "dexterity_save": 3,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Fey Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Blink Dog,understands Sylvan but can't speak it",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Teleport (Recharge 4-6)",
                    "desc": "The blink dog teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one Bite attack."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fey Resilience",
                    "desc": "The blink dog is resistant to the charmed and unconscious conditions."
                },
                {
                    "name": "Heightened Hearing and Smell",
                    "desc": "The blink dog's Perception is 18 while perceiving by hearing or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The blink dog has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally 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_blink-dog/"
        },
        {
            "slug": "bugbear_champion_bf",
            "desc": "",
            "name": "Bugbear Champion",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Goblins",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "chain shirt, shield",
            "hit_points": 85,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 6,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,frightened",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Goblin",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bugbear champion makes two Spiked Club attacks and one Shield Smash attack, or it makes three Javelin attacks."
                },
                {
                    "name": "Spiked Club",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."
                },
                {
                    "name": "Shield Smash",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 STR save or be knocked prone."
                },
                {
                    "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 5 (1d6+2) piercing damage at range."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Stubborn Attacker (Recharge 5-6)",
                    "desc": "When the champion misses with an attack, it can change that miss to a hit."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Brutal",
                    "desc": "A melee weapon deals one extra die of its damage when the bugbear 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_bugbear-champion/"
        },
        {
            "slug": "centaur_bf",
            "desc": "",
            "name": "Centaur",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 63,
            "hit_dice": "",
            "speed": {
                "walk": 50
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": -1,
            "wisdom_save": 3,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Monstrosity Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Elvish,Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The centaur makes one Hooves attack and one Pike attack, or it makes three Longbow attacks."
                },
                {
                    "name": "Hooves",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."
                },
                {
                    "name": "Pike",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8+2) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Defensive Kick",
                    "desc": "When a creature the centaur can see within 5 feet of it hits it with an attack, the centaur can kick the attacker. The attacker must succeed on a DC 14 STR save or be knocked prone or pushed up to 5 feet away from the centaur (the centaur's choice)."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The centaur is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If the centaur moves at least 30 feet straight toward a creature and then hits it with a Pike attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the centaur can make one Hooves 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_centaur/"
        },
        {
            "slug": "chimera_bf",
            "desc": "",
            "name": "Chimera",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 0,
            "constitution_save": 4,
            "intelligence_save": -3,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Multiple Heads,Monstrosity Resilience",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chimera makes one Bite attack, one Headbutt attack, and two Claws attacks, or it can make two Claws attacks and use Fire Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."
                },
                {
                    "name": "Headbutt",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12+4) bludgeoning damage."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 DEX save, taking 27 (6d8) fire 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": "Bickering Heads",
                    "desc": "The chimera is perpetually one step away from arguing with itself. A creature that can see the chimera can use a bonus action on its turn to appeal to one of the chimera's heads with bribes (dragon), praise (lion), displays of magic (goat), or other clever manipulation of a head's desires. The chimera must succeed on a DC 15 WIS save or succumb to that desire.<br>If the lion or goat head succumbs, the chimera has disadvantage on the next Bite or Headbutt attack it makes before the end of its next turn. If the dragon head succumbs, creatures caught in the chimera's next Fire Breath have advantage on the save, provided the chimera uses the breath within the next 1 minute. Once a head has succumbed to a desire, that head can't succumb again for the next 24 hours."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The chimera is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Multiple Heads",
                    "desc": "The chimera has three heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_chimera/"
        },
        {
            "slug": "commoner_bf",
            "desc": "",
            "name": "Commoner",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 8,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Club",
                    "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage."
                },
                {
                    "name": "Sling",
                    "desc": "_Ranged Weapon Attack:_ +2 to hit, range 30/120 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage."
                },
                {
                    "name": "Angry Mob (1/Day)",
                    "desc": "The commoner moves up to half its speed toward a creature it can see. Each friendly commoner within 30 feet of the commoner can use its reaction to join the angry mob and move up to half its speed toward the same target. This movement doesn't provoke opportunity attacks. If the initiating commoner is within 5 feet of the target, the target must make a DC 10 DEX save, taking 2 (1d4) bludgeoning damage on a failed save, or half as much damage on a successful one. For each commoner after the first that participated in the angry mob and that is within 10 feet of the target, the damage increases by 1 as stones, clubs, sticks, and similar \"weapons\" fly at the target from all angles. Afterwards, each commoner after the first that participated in the mob can't use Angry Mob until it finishes a short or long rest."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_commoner/"
        },
        {
            "slug": "druid_bf",
            "desc": "",
            "name": "Druid",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "16 with barkskin",
            "hit_points": 66,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 3,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Druidic plus any two languages",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The druid makes two Flowering Quarterstaff or Poison Bolt attacks."
                },
                {
                    "name": "Flowering Quarterstaff",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage plus 5 (2d4) poison damage."
                },
                {
                    "name": "Poison Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (3d4+3) poison damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The druid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: druidcraft, speak with animals<br>3/day each: _entangle_, _cure wounds_, _thunderwave_<br>2/day each: _barkskin_, _spike growth_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The druid magically transforms into a Medium or smaller Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the druid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_druid/"
        },
        {
            "slug": "dust_mephit_bf",
            "desc": "",
            "name": "Dust Mephit",
            "size": "small",
            "type": "Elemental",
            "subtype": "",
            "group": "Mephits",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 27,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 30,
                "hover": true
            },
            "strength": 4,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -3,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": -2,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "fire,thunder",
            "damage_resistances": "",
            "damage_immunities": "lightning,poison,poisoned,prone",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Auran,Terran",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."
                },
                {
                    "name": "Dust Blast",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."
                },
                {
                    "name": "Blinding Breath (Recharge 6)",
                    "desc": "The mephit exhales blinding dust in a 15-foot cone. Each creature in that area must make a DC 11 DEX save. On a failure, a creature takes 5 (2d4) bludgeoning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sandman's Call (1/Day)",
                    "desc": "The mephit casts the sleep spell (spell save DC 11), requiring no material components and using WIS as the spellcasting ability."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of dust."
                }
            ],
            "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_dust-mephit/"
        },
        {
            "slug": "eagle_giant_bf",
            "desc": "",
            "name": "Eagle, Giant",
            "size": "large",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 80
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 3,
            "constitution_save": 1,
            "intelligence_save": -1,
            "wisdom_save": 2,
            "charisma_save": 0,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "blinded",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Giant Eagle,understands Common and Auran but can't speak them",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eagle makes one Beak attack and one Talons attack."
                },
                {
                    "name": "Beak",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Talons",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the eagle can't use its Talons on another target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Sight",
                    "desc": "The eagle's Perception is 19 when perceiving by sight."
                },
                {
                    "name": "Seabird",
                    "desc": "The eagle can swim up to 40 feet on its turn, but it must start and end its movement either flying or on a solid surface, such as a ship or beach. If it is swimming at the end of its turn, it must succeed on a DC 11 CON save or it immediately begins to sink and suffocate. A suffocating eagle must succeed on a DC 13 STR check to fly out of the substance where it is sinking."
                }
            ],
            "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_eagle-giant/"
        },
        {
            "slug": "elk_giant_bf",
            "desc": "",
            "name": "Elk, Giant",
            "size": "huge",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 3,
            "constitution_save": 2,
            "intelligence_save": -2,
            "wisdom_save": 2,
            "charisma_save": 0,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Giant Elk,understands Common,Elvish,and Sylvan but can't speak them",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elk makes one Ram attack and one Kick attack."
                },
                {
                    "name": "Ram",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."
                },
                {
                    "name": "Kick",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage, and the target must succeed on a DC 14 STR save or be pushed up to 15 feet away from the elk."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bolstering Bugle (27 HP or Higher)",
                    "desc": "The elk bugles its might at its opponents, bolstering its confidence. It has advantage on the next attack roll it makes before the start of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the elk moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 STR save or be knocked prone."
                }
            ],
            "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_elk-giant/"
        },
        {
            "slug": "goblin_captain_bf",
            "desc": "",
            "name": "Goblin Captain",
            "size": "small",
            "type": "Humanoid",
            "subtype": "",
            "group": "Goblins",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "chain shirt, shield",
            "hit_points": 32,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 4,
            "constitution_save": 0,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Goblin",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goblin captain makes two Scimitar or Shortbow attacks. If both attacks hit one target, the goblin captain can make one extra Scimitar or Shortbow attack."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Get That One!",
                    "desc": "The goblin captain points at a target and calls out to a friendly goblin it can see within 30 feet of it. The chosen goblin can use its reaction to move up to half its speed and make one melee attack against the target."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": [
                {
                    "name": "Protect Me!",
                    "desc": "When a creature the goblin captain can see targets it with an attack, the captain can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. The chosen ally becomes the target of the attack instead."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_goblin-captain/"
        },
        {
            "slug": "guard_bf",
            "desc": "",
            "name": "Guard",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "chain shirt",
            "hit_points": 8,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 1,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Spear",
                    "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Protector's Parry",
                    "desc": "When a friendly creature the guard can see within 5 feet of it is the target of an attack, the guard can interpose its weapon between the creature and the attacker. The friendly creature adds 2 to its AC against that attack. To use this reaction, the guard must be able to see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_guard/"
        },
        {
            "slug": "invisible_stalker_bf",
            "desc": "",
            "name": "Invisible Stalker",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 121,
            "hit_dice": "",
            "speed": {
                "walk": 50,
                "fly": 50,
                "hover": true
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Elemental Resilience",
            "damage_immunities": "Elemental Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Auran,understands Common but can't speak it",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stalker makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is the stalker's quarry, the target must succeed on a DC 15 DEX save or its speed is halved until the end of its next turn."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Steal Breath",
                    "desc": "The invisible stalker calls on the air in the lungs of one breathing creature it can see within 30 feet of it, causing the air to leave the creature. The target must succeed on a DC 15 CON save or be unable to speak or cast spells with verbal components until the end of its next turn. A creature that fails the save by 5 or more is also incapacitated and suffocating for the duration, as it coughs uncontrollably."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The invisible stalker doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Elemental Resilience",
                    "desc": "The stalker is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."
                },
                {
                    "name": "Faultless Tracker",
                    "desc": "At the end of each long rest, the invisible stalker can choose a creature it knows or has seen to be its quarry. A stalker summoned by another creature can choose only the quarry specified by its summoner, but the stalker also knows the location of its summoner while it continues to serve the summoner. The stalker always knows the direction and distance to its quarry, provided the two are on the same plane of existence."
                },
                {
                    "name": "Invisibility",
                    "desc": "The stalker is invisible. The condition's effect on DEX (Stealth) checks has been included in the above Stealth value."
                }
            ],
            "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_invisible-stalker/"
        },
        {
            "slug": "kobold_swiftblade_bf",
            "desc": "",
            "name": "Kobold Swiftblade",
            "size": "small",
            "type": "Humanoid",
            "subtype": "",
            "group": "Kobolds",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 80,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 15
            },
            "strength": 8,
            "dexterity": 22,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": -1,
            "dexterity_save": 6,
            "constitution_save": 0,
            "intelligence_save": 1,
            "wisdom_save": 2,
            "charisma_save": 0,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold swiftblade makes two Scimitar or Hand Crossbow attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 7 (1d6+4) piercing damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Scurry",
                    "desc": "The swiftblade moves up to 15 feet without provoking opportunity attacks, and if it moves into a lightly or heavily obscured area, it takes the Hide action, using its **Stealth** value as the result of the check. If the swiftblade is aware of traps in the area, it can choose if this movement triggers any of them."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls, and its Perception is 7 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_kobold-swiftblade/"
        },
        {
            "slug": "lizardfolk_shaman_bf",
            "desc": "",
            "name": "Lizardfolk Shaman",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Lizardfolk",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 15,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lizardfolk makes one Bite attack and one Ritual Staff attack, or it makes two Swamp Bolt attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Ritual Staff",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8+2) bludgeoning damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Swamp Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lizardfolk shaman casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _druidcraft_, _guidance_, _mending_<br>2/day each: _cure wounds_, _entangle_, _grease_<br>1/day: _ray of enfeeblement_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Poisoned Body (32 HP or Fewer)",
                    "desc": "The shaman coats itself in poison until the start of its next turn. It takes 3 (1d6) poison damage. In addition, the next time a creature hits the shaman with a melee attack while within 5 feet of the shaman before the start of the shaman's next turn, the attacker takes 7 (2d6) poison damage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Smell and Taste",
                    "desc": "The lizardfolk's Perception is 20 when perceiving by smell or taste."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The lizardfolk shaman can hold its breath for 15 minutes."
                }
            ],
            "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-shaman/"
        },
        {
            "slug": "mage_apprentice_bf",
            "desc": "",
            "name": "Mage Apprentice",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "13 with mage armor",
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -1,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 4,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 2 (1d4) piercing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 11 (2d8+2) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mage apprentice casts one of the following spells, using INT as the spellcasting ability (spell save DC 12).<br>At will: _mage hand_, _minor illusion_<br>1/day each: _color spray_, _mage armor_, _sleep_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Weapons",
                    "desc": "The mage apprentice's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack)."
                },
                {
                    "name": "Reckless Show-Off",
                    "desc": "If it can see a fellow apprentice or its magical teacher at the start of its turn, the mage apprentice has advantage on the first spell attack roll it makes during that turn, but attack rolls against it also have advantage until the start of its next turn."
                }
            ],
            "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_mage-apprentice/"
        },
        {
            "slug": "mage_bf",
            "desc": "",
            "name": "Mage",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "13 with mage armor",
            "hit_points": 140,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 22,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -1,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": 6,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any four languages",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mage makes three Dagger or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 2 (1d4) piercing damage plus 13 (3d8) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 16 (3d8+3) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mage casts one of the following spells, using INT as the spellcasting ability (spell save DC 14).<br>At will: _detect magic_, _light_, _mage hand_, _prestidigitation_<br>3/day each: _fly_, _mage armor_, _mirror image_<br>2/day each: _fireball_, _haste_, _slow_<br>1/day each: _cone of cold_, _greater invisibility_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Weapons",
                    "desc": "The mage's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 3d8 force damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mage 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_mage/"
        },
        {
            "slug": "magmin_bf",
            "desc": "",
            "name": "Magmin",
            "size": "small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": -2,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": -1,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Ignan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Burning Slam",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage plus 3 (1d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ignited Illumination",
                    "desc": "The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the magmin dies, it collapses into a Tiny cinder cone. On initiative count 20 after the magmin dies, the cinder cone erupts in a burst of fire and lava. Each creature within 10 feet of the cone must make a DC 11 DEX save, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited."
                },
                {
                    "name": "Hardened Magma",
                    "desc": "While the magmin isn't ablaze, it is resistant to piercing and slashing damage from nonmagical attacks, and it is vulnerable to thunder damage."
                },
                {
                    "name": "Molten Body",
                    "desc": "While the magmin is ablaze, each creature that hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                }
            ],
            "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_magmin/"
        },
        {
            "slug": "mechanist_bf",
            "desc": "",
            "name": "Mechanist",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "scale mail",
            "hit_points": 60,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 5,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,plus any two languages",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mechanist makes two Warhammer or Light Crossbow attacks."
                },
                {
                    "name": "Warhammer",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +3 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d8+1) piercing damage."
                },
                {
                    "name": "Repair (Recharge 4-6)",
                    "desc": "The mechanist touches one friendly Construct it can see. The target regains 5 (2d4) HP."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Quick Creation (Recharge 4-6)",
                    "desc": "The mechanist cobbles together various machine parts it is carrying and creates a Tiny Construct. The Construct obeys the mechanist's spoken commands. It uses the statistics of a solodron but it isn't a mechadron or part of the Plan. The mechanist can have up to two such Constructs under its control at one time. Each Construct remains for 1 minute, until the mechanist dies, or until the mechanist uses this bonus action again to dismiss one or both of them."
                }
            ],
            "reactions": [
                {
                    "name": "Magnetic Pulse",
                    "desc": "When a creature the mechanist can see attacks it with a weapon made at least partially of metal while within 5 feet of it, the mechanist can release a magical, magnetic pulse. The attacker must succeed on a DC 13 DEX save or have disadvantage on the attack roll."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Tools of the Trade",
                    "desc": "The mechanist is proficient with tinker tools and doubles its proficiency bonus for any ability check it makes with tinker tools."
                }
            ],
            "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_mechanist/"
        },
        {
            "slug": "orc_bf",
            "desc": "",
            "name": "Orc",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Orcs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "hide armor",
            "hit_points": 25,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 3,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "exhaustion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Orc",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Greataxe",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 9 (1d12+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": "Warrior's Advance",
                    "desc": "The orc moves up to its speed toward a hostile creature that it can see."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Stalwart",
                    "desc": "If the orc starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap's Bite, the orc can make the save at the start of the turn instead of the end and has advantage on the save."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_orc/"
        },
        {
            "slug": "owl_giant_bf",
            "desc": "",
            "name": "Owl, Giant",
            "size": "large",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 15,
            "hit_dice": "",
            "speed": {
                "walk": 5,
                "fly": 60
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 1,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": -1,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Giant Owl,understands Common,Elvish,and Sylvan but can't speak them",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Talons",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8+2) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Puffed Up Display",
                    "desc": "When a creature the owl is aware of and that is within 30 feet of it attacks it, the owl can suddenly turn its piercing gaze on the creature, puff up its feathers, and release a quick hiss, startling the creature. The attacker has disadvantage on the attack roll."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Heightened Hearing and Sight",
                    "desc": "The owl's Perception is 20 when perceiving by hearing or sight."
                },
                {
                    "name": "Quiet Wings",
                    "desc": "The owl's Stealth is 19 while flying."
                }
            ],
            "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_owl-giant/"
        },
        {
            "slug": "pseudodragon_bf",
            "desc": "",
            "name": "Pseudodragon",
            "size": "tiny",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 12,
            "hit_dice": "",
            "speed": {
                "walk": 15,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": -2,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 3,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "understands Common and Draconic but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage."
                },
                {
                    "name": "Sting",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 CON save or be poisoned for 1 hour. If the creature fails the save by 5 or more, it falls unconscious while poisoned in this way, or until it takes damage or another creature uses an action to shake it awake."
                },
                {
                    "name": "Puff of Smoke (1/Day)",
                    "desc": "The pseudodragon exhales a cloud of smoke in a 10-foot-radius sphere centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Senses",
                    "desc": "The pseudodragon's Perception is 18 when perceiving by sight, hearing, or smell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pseudodragon has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Limited Telepathy",
                    "desc": "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language."
                }
            ],
            "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_pseudodragon/"
        },
        {
            "slug": "quasit_bf",
            "desc": "",
            "name": "Quasit",
            "size": "tiny",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 35,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": -3,
            "dexterity_save": 5,
            "constitution_save": 0,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Abyssal,Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws (True Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and 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."
                },
                {
                    "name": "Slam (Beast Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning, piercing, or slashing damage (based on the type of damage dealt by the Beast form's primary attack, such as Bite)."
                },
                {
                    "name": "Invisibility (True Form Only)",
                    "desc": "The quasit magically turns invisible until it attacks, uses Scare, or uses Change Shape, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The quasit magically transforms into a Medium or smaller Beast that has a CR no higher than its own or back into its true form, which is a Fiend. Its statistics, other than its size and speed, are the same in each form.<br>Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                },
                {
                    "name": "Scare (1/Day; True Form Only)",
                    "desc": "One creature of the quasit's choice within 20 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened 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."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The quasit 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 quasit has advantage on saving throws 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_quasit/"
        },
        {
            "slug": "raven_bf",
            "desc": "",
            "name": "Raven",
            "size": "tiny",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 8,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 50
            },
            "strength": 2,
            "dexterity": 12,
            "constitution": 8,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -4,
            "dexterity_save": 1,
            "constitution_save": -1,
            "intelligence_save": -3,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Beak",
                    "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4+1) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Carrion Sense",
                    "desc": "The raven can pinpoint, by scent, the location of carrion, dead creatures, and Undead without the Incorporeal Movement trait within 60 feet of it."
                },
                {
                    "name": "Mimicry",
                    "desc": "The raven can mimic simple sounds it has heard, such as a chord of a flute melody, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 WIS (Insight) check."
                },
                {
                    "name": "Recollection",
                    "desc": "The raven knows up to 20 words in any language it has heard and can repeat those words in the voices it heard them, using its Mimicry trait."
                }
            ],
            "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_raven/"
        }
    ]
}