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=47
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=48",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=46",
    "results": [
        {
            "slug": "clockwork-beetle-swarm",
            "desc": "_Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud._  \n**Freed But Foolish.** Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.",
            "name": "Clockwork Beetle Swarm",
            "size": "Large",
            "type": "Construct",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d10+8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "fire, poison, psychic",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "5d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "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 construct. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_clockwork-beetle-swarm/"
        },
        {
            "slug": "degenerate-titan",
            "desc": "_This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits._  \n**Haunt Ruins.** The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly.  \n**Insane and Moody.** Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodgepodge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash.  \n**Primal Power.** Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic.",
            "name": "Degenerate Titan",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": "crude armored coat",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 40
            },
            "strength": 24,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "intimidation": 1,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Titan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The degenerate titan makes two greatclub attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Earthstrike (Recharge 4-6)",
                    "desc": "The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone."
                },
                {
                    "name": "Shout of the Void (Recharge 4-6)",
                    "desc": "The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 381,
            "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_degenerate-titan/"
        },
        {
            "slug": "fire-dancer-swarm",
            "desc": "_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._  \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace.  \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them.  \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times.  \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.",
            "name": "Fire Dancer Swarm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Ignan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Swarm",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.",
                    "attack_bonus": 8,
                    "damage_dice": "6d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Form",
                    "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                },
                {
                    "name": "Illumination",
                    "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 373,
            "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_fire-dancer-swarm/"
        },
        {
            "slug": "forest-marauder",
            "desc": "_A primitive and relatively diminutive form of giant, forest marauders claim the wilderness areas farthest from civilization when they can._  \n**Painted Skin.** Roughly the size and shape of an ogre, this brutish thing is covered in paint or colored mud. An exaggerated brow ridge juts out over piggish, close-set eyes, and corded muscle stands out all over the creature.  \n**Keep to the Wilderness.** Cruel and savage when encountered, their demeanor has worked against them and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places.  \n**Orc Friends.** Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids.",
            "name": "Forest Marauder",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Giant, Orc, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest marauder makes two boar spear attacks."
                },
                {
                    "name": "Boar Spear",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "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_forest-marauder/"
        },
        {
            "slug": "fraughashar",
            "desc": "_This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth._  \nThe fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.  \n**Sacred Rivers.** They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders.  \n**Chilling Tales.** The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land.",
            "name": "Fraughashar",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "leather armor, shield",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fraughashar makes one bite attack and one dagger attack."
                },
                {
                    "name": "Bite",
                    "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": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Sling",
                    "desc": "Ranged 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": "Frost Walker",
                    "desc": "The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground."
                }
            ],
            "spell_list": [],
            "page_no": 206,
            "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_fraughashar/"
        },
        {
            "slug": "gbahali-postosuchus",
            "desc": "_A large reptile with a dagger-like teeth and a scaly hide of shifting colors, the gbahali often strikes from close range._  \n_**Chameleon Crocodiles.**_ While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed chameleon powers. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties.  \n_**Strong Hunters.**_ Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to grapple or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for plains hunters.  \n_**Sentries and Stragglers.**_ In combat, a gbahali relies on its chameleon power to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down.",
            "name": "Gbahali (Postosuchus)",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 50
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gbahali makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.",
                    "attack_bonus": 8,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chameleon Hide",
                    "desc": "The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "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_gbahali-postosuchus/"
        },
        {
            "slug": "gerridae",
            "desc": "_These large water-striding insects resemble a strange cross between camels and wingless, long-legged locusts. A rider can comfortably sit in the large hollow in the small of their backs, even at high speeds or on choppy water. Riders use the gerridae’s long, looping antennae to steer._  \n**Elvish Water Steeds.** Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs— transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions.  \n**Sturdy Mounts.** A gerridae can carry up to 300 pounds of rider and gear before being encumbered, or 600 while encumbered.  \n**Fond of Sweet Scents.** Gerridae can sometimes be distracted by appealing scents, such as apple blossom or fresh hay. They are also fond of raw duck and swan.",
            "name": "Gerridae",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "9d10+27",
            "speed": {
                "walk": 10,
                "climb": 10,
                "swim": 80
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gerridae makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bred to the Saddle",
                    "desc": "Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider."
                },
                {
                    "name": "Waterborne",
                    "desc": "Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "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_gerridae/"
        },
        {
            "slug": "ghost-knight",
            "desc": "",
            "name": "Ghost Knight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 6,
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghost knight makes three melee attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Lance",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage."
                },
                {
                    "name": "Mounted Warrior",
                    "desc": "When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A ghost knight doesn't require air, food, drink, or sleep"
                }
            ],
            "spell_list": [],
            "page_no": 423,
            "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_ghost-knight/"
        },
        {
            "slug": "kongamato",
            "desc": "_The kongamato is an evolutionary holdover, a large pterodactyl with avian traits, such as emergent feathers and long, beaklike jaws._  \n**Boat Breaker.** Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles.  \n**Spoken in Whispers.** For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers.  \n**Maneaters.** Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away.",
            "name": "Kongamato",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kongamato makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Breaker of Boats",
                    "desc": "The kongamato deals double damage to objects and structures made of wood or lighter materials."
                },
                {
                    "name": "Carry Off",
                    "desc": "A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs."
                }
            ],
            "spell_list": [],
            "page_no": 265,
            "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_kongamato/"
        },
        {
            "slug": "mahoru",
            "desc": "_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_  \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.  \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.  \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.  \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.",
            "name": "Mahoru",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 10,
                "swim": 60
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Roar",
                    "desc": "When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours."
                },
                {
                    "name": "Vorpal Bite",
                    "desc": "a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The mahoru can breathe air and water."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points."
                }
            ],
            "spell_list": [],
            "page_no": 281,
            "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_mahoru/"
        },
        {
            "slug": "shellycoat",
            "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._  \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.  \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.  \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.  \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "Darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing"
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Stealthy Observer",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shellycoat/"
        },
        {
            "slug": "wharfling-swarm",
            "desc": "_An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight._  \n**Bloodthisty Mobs.** These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path.  \n**Beach Swarms.** Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.",
            "name": "Wharfling Swarm",
            "size": "Large",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d10 - 14",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Locking Bite",
                    "desc": "When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples."
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "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 wharfling. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 407,
            "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_wharfling-swarm/"
        },
        {
            "slug": "witchlight",
            "desc": "_This tiny ball of bright light seems to emanate from a crystalline center._  \n**Wizard Servants.** Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure.  \n**Flashing Light Code.** A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word.  \n**Free Roaming.** If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights.  \nEvil witchlights can be surprisingly cruel, not unlike will-o’wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff ” is just an impressivelooking stick with a witchlight perched on top.  \n**Constructed Nature.** A witchlight doesn’t require air, food, drink, or sleep.",
            "name": "Witchlight",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "4d4",
            "speed": {
                "fly": 50
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, radiant",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands the language of its creator but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Light Ray",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flash (Recharge 5-6)",
                    "desc": "The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dispel Magic Weakness",
                    "desc": "Casting dispel magic on a witchlight paralyzes it for 1d10 rounds."
                },
                {
                    "name": "Luminance",
                    "desc": "A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Thin As Light",
                    "desc": "While a witchlight is not incorporeal, it can pass through any opening that light can."
                }
            ],
            "spell_list": [],
            "page_no": 409,
            "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_witchlight/"
        },
        {
            "slug": "xanka",
            "desc": "_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.",
            "name": "Xanka",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "climb": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened,",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "Understands the languages of its creator but can't",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Absorb",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ingest Weapons",
                    "desc": "When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The xanka's weapon attacks are magical."
                },
                {
                    "name": "Constructed Nature",
                    "desc": "A xanka doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 411,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_xanka/"
        },
        {
            "slug": "zimwi",
            "desc": "_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one claws attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 415,
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_zimwi/"
        },
        {
            "slug": "behtu-tob1-2023",
            "desc": "False",
            "name": "Behtu",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d6 + 24",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Athletics": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Behtu, Common, Infernal",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The behtu makes one Bite attack and one Spear attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Fire Breath (Recharge 6)",
                    "desc": "The behtu exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Ichorous Infusion",
                    "desc": "The behtu ingests an infusion made from Mechuiti's blood. For 1 minute, the behtu has advantage on saving throws and ability checks that use Strength and Constitution, and its walking and climbing speeds are doubled. In addition, it has disadvantage on saving throws and ability checks that use Intelligence and Wisdom for the duration. A non-behtu that ingests the infusion must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned. The behtu typically has 1d4 + 1 infusions in its possession."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 34,
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            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_behtu/"
        },
        {
            "slug": "clockworkbeetle-tob1-2023",
            "desc": "False",
            "name": "Clockwork Beetle",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison 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": "Construct Nature",
                    "desc": "The clockwork beetle doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork beetle is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Limited Telepathy",
                    "desc": "The clockwork beetle can magically transmit simple messages and images to its owner, provided the owner is within 100 feet of it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork beetle has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 60,
            "environments": [],
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            "document__slug": "tob-2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_clockwork-beetle/"
        },
        {
            "slug": "clockworkbeetleswarm-tob1-2023",
            "desc": "False",
            "name": "Clockwork Beetle Swarm",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d10 + 8",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer, plus 3 (1d6) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The swarm doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The swarm has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 60,
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        },
        {
            "slug": "degeneratetitan-tob1-2023",
            "desc": "False",
            "name": "Degenerate Titan",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 12,
            "armor_desc": "armor scraps",
            "hit_points": 161,
            "hit_dice": "14d12 + 70",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Intimidation": 4,
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The degenerate titan can use its Reality-Bending Shout. It then makes three Greatclub attacks or two Rock attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage."
                },
                {
                    "name": "Reality-Bending Shout",
                    "desc": "The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the dispel magic spell, except the titan must always make an ability check. The titan's ability check for this is +4."
                },
                {
                    "name": "Earthstrike (Recharge 5-6)",
                    "desc": "The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) force damage and is flung 20 feet away from the titan and knocked prone, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked prone. If a flung creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 362,
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            "v2_converted_path": "/v2/creatures/tob-2023_degenerate-titan/"
        },
        {
            "slug": "forestmarauder-tob1-2023",
            "desc": "False",
            "name": "Forest Marauder",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Giant, Orc, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature."
                },
                {
                    "name": "Boar Spear",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Forest Ambusher",
                    "desc": "While in a forest, the forest marauder can take the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 191,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_forest-marauder/"
        },
        {
            "slug": "fraughashar-tob1-2023",
            "desc": "False",
            "name": "Fraughashar",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "leather armor, shield",
            "hit_points": 22,
            "hit_dice": "5d6 + 5",
            "speed": {
                "walk": 25
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "passive Perception 10",
            "languages": "Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fraughashar makes one Bite attack and one Dagger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                },
                {
                    "name": "Frost Bolt",
                    "desc": "Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d4 + 2) cold damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deft Snow Walk",
                    "desc": "The fraughashar can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice and snow doesn't cost it extra movement. In addition, the fraughashar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone while in icy or snowy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 192,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_fraughashar/"
        },
        {
            "slug": "gbahali-tob1-2023",
            "desc": "False",
            "name": "Gbahali",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12 + 48",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "passive Perception 14",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gbahali makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack:+7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't Bite another target."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Shifting Camouflage",
                    "desc": "The gbahali's hide adapts to its current surroundings. The gbahali has advantage on Dexterity (Stealth) checks made to hide in nonmagical, natural terrain."
                }
            ],
            "spell_list": [],
            "page_no": 195,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_gbahali/"
        },
        {
            "slug": "gerridae-tob1-2023",
            "desc": "False",
            "name": "Gerridae",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d10 + 27",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gerridae makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bred to the Saddle",
                    "desc": "The gerridae can't be charmed or frightened while it has a rider."
                },
                {
                    "name": "Water Bound",
                    "desc": "For every hour the gerridae spends on dry land, its hp maximum is reduced by 2 (1d4)."
                },
                {
                    "name": "Water Walker",
                    "desc": "The gerridae can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell."
                }
            ],
            "spell_list": [],
            "page_no": 198,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_gerridae/"
        },
        {
            "slug": "ghostknight-tob1-2023",
            "desc": "False",
            "name": "Ghost Knight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 130,
            "hit_dice": "20d8 + 40",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Athletics": 6,
                "Animal Handling": 3,
                "Perception": 3,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Lance",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 7 (2d6) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Locked Saddle",
                    "desc": "The ghost knight can't be knocked prone, dismounted, or moved against its will while mounted."
                },
                {
                    "name": "Mounted Warrior",
                    "desc": "The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can't be charmed or frightened."
                },
                {
                    "name": "Necrotic Weapons",
                    "desc": "The ghost knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Spirited Charge",
                    "desc": "If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The ghost knight doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 199,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_ghost-knight/"
        },
        {
            "slug": "kongamato-tob1-2023",
            "desc": "False",
            "name": "Kongamato",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "17d10 + 34",
            "speed": {
                "walk": 60,
                "fly": 10
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "passive Perception 13",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kongamato makes one Beak attack and two Claw attacks."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. The kongamato has two claws, each of which can grapple only one target."
                },
                {
                    "name": "Terrifying Screech (Recharge 5-6)",
                    "desc": "The kongamato releases a screech in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Breaker of Boats",
                    "desc": "The kongamato deals double damage to objects and structures made of wood or lighter materials."
                },
                {
                    "name": "Carry Off",
                    "desc": "The kongamato can fly at half its flying speed when dragging two creatures it has grappled or at its full flying speed if dragging only one creature it has grappled."
                },
                {
                    "name": "Flyby",
                    "desc": "The kongamato doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                }
            ],
            "spell_list": [],
            "page_no": 247,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob-2023_kongamato/"
        },
        {
            "slug": "mahoru-tob1-2023",
            "desc": "False",
            "name": "Mahoru",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10 + 28",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. If the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or the mahoru bites off one of the target's limbs. A creature is immune to this effect if it is immune to slashing damage."
                },
                {
                    "name": "Roar",
                    "desc": "The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of all mahoru for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The mahoru can breathe air and water."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_mahoru/"
        },
        {
            "slug": "necrohydra-tob1-2023",
            "desc": "False",
            "name": "Necrohydra",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d12 + 90",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 18,
            "skills": {
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "the languages its heads knew in life",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The necrohydra makes as many Bite attacks as it has heads."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 4 (1d8) necrotic damage."
                },
                {
                    "name": "Dreadful Dirge",
                    "desc": "The necrohydra's heads emit a cacophonous, moaning wail. Each creature that isn't a Construct or Undead within 30 feet of the necrohydra that can hear the wail must succeed on a DC 17 Wisdom saving throw or be frightened until the wail ends. The necrohydra must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the necrohydra is incapacitated. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Necrotic Bile (Recharge 6)",
                    "desc": "The necrohydra spews rotten bile soaked in necrotic energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) poison damage and 18 (4d8) necrotic 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": "Multiple Heads",
                    "desc": "The necrohydra has five fleshy heads. While it has more than one head, the necrohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the necrohydra takes 25 or more damage in a single turn, one of its fleshy heads dies. If all its fleshy heads die, the necrohydra can't use Unnerving Faces and can't use or maintain Dreadful Dirge."
                },
                {
                    "name": "Reactive Heads",
                    "desc": "For each head the necrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The necrohydra doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_necrohydra/"
        },
        {
            "slug": "nihilethicdominator-tob1-2023",
            "desc": "False",
            "name": "Nihilethic Dominator",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands Void Speech and the languages it knew in life but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nihilethic dominator makes three Claw attacks, or it makes two Tendril of the Void attacks."
                },
                {
                    "name": "Claw (Undead Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Tendril of the Void (Void Ghost Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) cold damage plus 7 (2d6) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Void Shape",
                    "desc": "The nihilethic dominator magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies."
                }
            ],
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "When the nihilethic dominator takes damage that isn't radiant, it can reduce the damage by 1d12."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Void Ghost Form Only)",
                    "desc": "The nihilethic dominator has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the dominator can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihilethic dominator to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dominator drops to 1 hp instead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The nihilethic dominator doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 10,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_nihilethic-dominator/"
        },
        {
            "slug": "quicksilversiegeorb-tob1-2023",
            "desc": "False",
            "name": "Quicksilver Siege Orb",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 40,
                "fly": 10
            },
            "strength": 12,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 8
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "fire, lightning; piercing and slashing from nonmagical attacks",
            "damage_immunities": "bludgeoning, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands one language of its creator but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The quicksilver siege orb makes three Disk Blade or Slam attacks."
                },
                {
                    "name": "Disk Blade (Disk Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Slam (Orb Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."
                },
                {
                    "name": "Slashing Run (Recharge 4-6, Disk Form Only)",
                    "desc": "The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 16 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shape Quicksilver",
                    "desc": "The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bludgeoning Bounce (Orb Form Only)",
                    "desc": "Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The quicksilver siege orb doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Flyby",
                    "desc": "The quicksilver siege orb doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The quicksilver siege orb is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Observant (Orb Form Only)",
                    "desc": "The quicksilver siege orb has advantage on Wisdom (Perception) and Wisdom (Insight) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature."
                },
                {
                    "name": "Slippery",
                    "desc": "The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_quicksilver-siege-orb/"
        },
        {
            "slug": "sapdemon-tob1-2023",
            "desc": "False",
            "name": "Sap Demon",
            "size": "Small",
            "type": "Ooze",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 81,
            "hit_dice": "18d6 + 18",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 6,
            "constitution": 12,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sap demon makes two Slam or Lob Sap attacks. If both Slam attacks hit a Medium or smaller creature, the creature is grappled (escape DC 12)."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) acid damage."
                },
                {
                    "name": "Lob Sap",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage, and the target's speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Soul Sap (Recharge 6)",
                    "desc": "One humanoid the sap demon is grappling or that is incapacitated within 5 feet of the sap demon must succeed on a DC 12 Constitution saving throw or be possessed by the sap demon. The sap demon then disappears, and the target is incapacitated and loses control of its body. The sap demon now controls the body but doesn't deprive the target of awareness. The ooze can't be targeted by any attack, spell, or other effect, except ones that restore a creature's hp maximum. The ooze retains its Intelligence, Wisdom, and Charisma and condition immunities. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sap demon can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "The sap demon doesn't require sleep."
                },
                {
                    "name": "Season's Change",
                    "desc": "If the sap demon takes fire damage, its speed is increased by 10 feet until the end of its next turn. If it takes cold damage, its speed is reduced by 10 feet until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_sap-demon/"
        },
        {
            "slug": "shellycoat-tob1-2023",
            "desc": "False",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d8 + 21",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Perception": 1,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. The shellycoat has two claws, each of which can grapple only one creature."
                },
                {
                    "name": "Shellycoat's Fog (1/Day)",
                    "desc": "While in contact with water, the shellycoat can create a 20-foot-radius sphere of fog centered on a point it can see within 60 feet of it for 1 minute. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the fog for the first time on a turn or starts its turn there must succeed on a DC 13 Constitution saving throw or be poisoned and unable to breathe, unless it can breathe water, for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The shellycoat can breathe air and water."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The shellycoat has advantage on Wisdom (Perception) checks that rely on hearing."
                },
                {
                    "name": "Hazesight",
                    "desc": "The shellycoat can see through areas obscured by fog, smoke, and steam without penalty."
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hp at the start of its turn. If the shellycoat takes acid or fire damage, this trait doesn't function at the start of the shellycoat's next turn. The shellycoat dies only if it starts its turn with 0 hp and doesn't regenerate."
                },
                {
                    "name": "Water Camouflage",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide while at least partially submerged in water."
                },
                {
                    "name": "Sunlight Petrification",
                    "desc": "If the shellycoat remains in nonmagical sunlight for 1 minute, it becomes petrified at the end of that minute."
                }
            ],
            "spell_list": [],
            "page_no": 325,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shellycoat/"
        },
        {
            "slug": "swarmoffiredancers-tob1-2023",
            "desc": "False",
            "name": "Swarm of Fire Dancers",
            "size": "Medium",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8 + 36",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Ignan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks."
                },
                {
                    "name": "Singe",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer."
                },
                {
                    "name": "Frightening Visage (Recharge 5-6)",
                    "desc": "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The swarm of fire dancers doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Fire Form",
                    "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                },
                {
                    "name": "Illumination",
                    "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-fire-dancers/"
        },
        {
            "slug": "witchlight-tob1-2023",
            "desc": "False",
            "name": "Witchlight",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Any Alignment",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 40
            },
            "strength": 1,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic, radiant",
            "condition_immunities": "blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Light Blast",
                    "desc": "Melee or Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) radiant damage."
                },
                {
                    "name": "Flash (3/Day)",
                    "desc": "The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Antimagic Susceptibility",
                    "desc": "The witchlight is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the witchlight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The witchlight doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Variable Illumination",
                    "desc": "The witchlight sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_witchlight/"
        },
        {
            "slug": "xanka-tob1-2023",
            "desc": "False",
            "name": "Xanka",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d6 + 6",
            "speed": {
                "walk": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "force",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Dismantling Leg",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is subjected to the xanka's Absorb trait."
                },
                {
                    "name": "Release Energy (Recharge 5-6)",
                    "desc": "The xanka releases energy created from absorbed material in a burst. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) force 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": "Absorb",
                    "desc": "Any nonmagical object that touches the xanka's central globe, any nonmagical weapon that hits the xanka, or any nonmagical object, structure, or creature hit by the xanka's Dismantling Leg attack begins to deteriorate. If it is a structure or an object that isn't being worn or carried, up to a 1-foot cube of the structure or object is destroyed. If it is an object worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to avoid the item being affected by the xanka's Absorb."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The xanka doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 399,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_xanka/"
        },
        {
            "slug": "zimwi-tob1-2023",
            "desc": "False",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8 + 52",
            "speed": {
                "walk": 60
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Perception": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target."
                },
                {
                    "name": "Swallow",
                    "desc": "The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 10 (3d6) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Desperate Hunger",
                    "desc": "When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs."
                }
            ],
            "spell_list": [],
            "page_no": 402,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_zimwi/"
        },
        {
            "slug": "brimstone-locusthound",
            "desc": "This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body._  \n**Unnatural Origin.** Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories—and the wizards’ creations—to run wild ever since.  \n**Migrating Packs.** Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind.",
            "name": "Brimstone Locusthound",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 9",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The brimstone locusthound makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Sticky Spittle",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Smoky Aura",
                    "desc": "The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound's Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour)."
                },
                {
                    "name": "Smoky Haze",
                    "desc": "When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it."
                }
            ],
            "spell_list": [],
            "page_no": 51,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brimstone-locusthound/"
        },
        {
            "slug": "cave-goat",
            "desc": "Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.",
            "name": "Cave Goat",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d6+8",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Ram",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing",
                    "desc": "The cave goat has advantage on Wisdom (Perception) checks that rely on hearing."
                },
                {
                    "name": "Sturdy Climber",
                    "desc": "The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 389,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cave-goat/"
        },
        {
            "slug": "cherufe",
            "desc": "A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._  \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License",
            "name": "Cherufe",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "Ignan, Terran",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cherufe makes four slam attacks. Alternatively, it can throw two magma balls."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "4d6+6"
                },
                {
                    "name": "Magma Ball",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d10+6"
                },
                {
                    "name": "Fissure",
                    "desc": "The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface."
                },
                {
                    "name": "Quake (Recharge 6)",
                    "desc": "The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Firewalker",
                    "desc": "When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn."
                },
                {
                    "name": "Internal Flame",
                    "desc": "A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius."
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cherufe/"
        },
        {
            "slug": "clockwork-tiger",
            "desc": "The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Tiger",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork tiger makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Deflecting Leap",
                    "desc": "When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The tiger is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tiger has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pounce",
                    "desc": "If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."
                },
                {
                    "name": "Reactive Guardian",
                    "desc": "The clockwork tiger has two reactions that can be used only for Deflecting Leap."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_clockwork-tiger/"
        },
        {
            "slug": "frost-mole",
            "desc": "Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.",
            "name": "Frost Mole",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d6+33",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The frost mole has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Snow Burrower",
                    "desc": "The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Pit",
                    "desc": "If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob2_frost-mole/"
        },
        {
            "slug": "giant-armadillo",
            "desc": "Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.",
            "name": "Giant Armadillo",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "burrow": 15,
                "walk": 25
            },
            "strength": 12,
            "dexterity": 8,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Tuck In",
                    "desc": "The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can't take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 392,
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            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_giant-armadillo/"
        },
        {
            "slug": "ice-elemental",
            "desc": "A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License",
            "name": "Ice Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "burrow": 30,
                "climb": 20,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ice elemental makes two ice claw attacks."
                },
                {
                    "name": "Ice Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+4"
                },
                {
                    "name": "Encase in Ice",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Glide",
                    "desc": "The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Splinter",
                    "desc": "A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "environments": [],
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            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_ice-elemental/"
        },
        {
            "slug": "locksmith",
            "desc": "The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._  \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind.  \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge.  \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys.  \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.",
            "name": "Locksmith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 90 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The locksmith makes two key blade attacks."
                },
                {
                    "name": "Key Blade",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Acid Wash (Recharge 5-6)",
                    "desc": "The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Expert Lockpicker",
                    "desc": "The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage"
                }
            ],
            "spell_list": [],
            "page_no": 240,
            "environments": [],
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            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_locksmith/"
        },
        {
            "slug": "magnetic-elemental",
            "desc": "The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it._  \nMagnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer.  \n**Smooth Stone.** Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons.  \n**Iron Summons.** Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby.  \n**Elemental Nature.** The magnetic elemental doesn’t require air, food, drink, or sleep.",
            "name": "Magnetic Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "burrow": 20,
                "fly": 20,
                "hover": true,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 10",
            "languages": "Terran",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The magnetic elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Magnetic Pulse (Recharge 4-6)",
                    "desc": "The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental's Pulse. \n* Pull. Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can't be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elemental's Armor Class increases by 1 for each creature grappled in this way. \n* Push. Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn't pushed. A creature grappled by the elemental has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Controlled Polarity",
                    "desc": "The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll."
                },
                {
                    "name": "Magnetism",
                    "desc": "When the magnetic elemental moves, Medium and smaller metal objects that aren't being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental's space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental. Objects made of gold and silver are unaffected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_magnetic-elemental/"
        },
        {
            "slug": "mei-jiao-shou",
            "desc": "A massive mammalian herbivore with a long neck and a thick, pebbled hide._  \n**Towering Megafauna.** Also called paraceratherium, mei jiao shou are the second largest land mammal after the only slightly larger oliphaunts. They stand around 20 feet tall, nearly 25 feet long and weigh a staggering 12 to 16 tons.  \n**Vast Herds.** The mei jiao shou are native to high grasslands and steppes, and wander the plains in groups of 20 to 50 beasts, grazing on the thick foliage. When together, they fear few predators. Even dragons take caution when hunting a herd of them and more often than not choose to seek easier prey.  \n**Docile Livestock.** Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators.",
            "name": "Mei Jiao Shou",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 139,
            "hit_dice": "9d20+45",
            "speed": {
                "walk": 50
            },
            "strength": 23,
            "dexterity": 7,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": 1,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 9",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Head Bash",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d10+6"
                },
                {
                    "name": "Earth-Shaking Thump (Recharge 5-6)",
                    "desc": "The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The area then becomes difficult terrain."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 259,
            "environments": [],
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            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_mei-jiao-shou/"
        },
        {
            "slug": "repository",
            "desc": "A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._  \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities.  \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies.  \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.  \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.",
            "name": "Repository",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "all",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The repository makes two slash attacks."
                },
                {
                    "name": "Slash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Language Lash (Recharge 5-6)",
                    "desc": "The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The repository is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The repository has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The repository's weapon attacks are magical."
                },
                {
                    "name": "Self-Destruct",
                    "desc": "If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "spell_list": [],
            "page_no": 306,
            "environments": [],
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            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_repository/"
        },
        {
            "slug": "resinous-frog",
            "desc": "Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs’ limited regenerative capabilities allow them to regrow lost tongues.",
            "name": "Resinous Frog",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 19,
            "hit_dice": "3d6+9",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Tongue",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the creature is Medium or smaller, it is grappled (escape DC 12), and the frog can't make tongue attacks against other targets.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Adhesive Skin",
                    "desc": "The resinous frog adheres to anything that touches it. A Medium or smaller creature adhered to the frog is also grappled by it (escape DC 12). When the frog moves, any Small or smaller creature it is grappling moves with it.\n\nIn addition, when a creature hits the frog with a weapon, it must succeed on a DC 12 Strength saving throw or the weapon sticks to the frog. A stuck weapon can't be used. A creature can take its action to remove one creature or object from the frog by succeeding on a DC 12 Strength check.\n\nAs a bonus action, the frog can release one creature or weapon stuck to it. The frog can't be affected by another resinous frog's Adhesive Skin."
                },
                {
                    "name": "Detach Tongue",
                    "desc": "As a bonus action, the resinous frog can detach its tongue and move up to half its speed without provoking opportunity attacks. If it was grappling a creature with its tongue, the creature is freed. Its tongue regrows by the time it finishes a short or long rest."
                },
                {
                    "name": "Easy Prey",
                    "desc": "The resinous frog has advantage on bite attack rolls against any creature grappled by it."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_resinous-frog/"
        },
        {
            "slug": "rotsam",
            "desc": "A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.",
            "name": "Rotsam",
            "size": "Tiny",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "10d4+20",
            "speed": {
                "swim": 30,
                "walk": 10
            },
            "strength": 5,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Diseased Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) necrotic damage, and the rotsam attaches to the target. While attached, the rotsam doesn't attack. Instead, at the start of each of the rotsam's turns, the target takes 10 (3d6) necrotic damage. If a creature ends its turn with a rotsam attached to it, the creature must succeed on a DC 12 Constitution saving throw or contract a disease (see the Bog Rot trait). The rotsam can detach itself by spending 5 feet of its movement. It does so after the target contracts its disease or the target dies. A creature, including the target, can take its action to detach the rotsam by succeeding on a DC 12 Strength check.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The rotsam can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Bog Rot",
                    "desc": "A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 309,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_rotsam/"
        },
        {
            "slug": "rotsam-swarm",
            "desc": "A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.",
            "name": "Rotsam Swarm",
            "size": "Large",
            "type": "Ooze",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 10,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Diseased Bites",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage plus 21 (6d6) necrotic damage, or 5 (2d4) piercing damage and 10 (3d6) necrotic damage if the swarm has half of its hp or fewer. The target must make a DC 15 Constitution saving throw or contract a disease (see the Bog Rot trait).",
                    "attack_bonus": 7,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bog Rot",
                    "desc": "A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "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 rotsam. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 309,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_rotsam-swarm/"
        },
        {
            "slug": "shukankor",
            "desc": "This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._  \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile.  \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.",
            "name": "Shukankor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d12+44",
            "speed": {
                "walk": 50
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 10,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Deep Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shukankor makes three attacks: one with its beak and two with its claws."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Duplicating Terror (1/Day)",
                    "desc": "The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sacrifice Replica",
                    "desc": "When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Many Eyes",
                    "desc": "The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded."
                },
                {
                    "name": "Self-made Pack",
                    "desc": "The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_shukankor/"
        }
    ]
}