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

GET /v1/monsters/?format=api&ordering=-constitution&page=12
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=-constitution&page=13",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-constitution&page=11",
    "results": [
        {
            "slug": "titanoboa",
            "desc": "_A This titanic green serpent can raise its enormous head high above, as much as 20 feet high. Its body extends in seemingly endless coils._  \n**Territorial and Aggressive.** Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even many dinosaurs in one bite.  \n**Blinding Scales.** Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils.  \n**Slow to Mate.** Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes (giant constrictor snakes). An adult titanoboa is at least 80 feet long and weighs 6,000 lb. or more.",
            "name": "Titanoboa",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 232,
            "hit_dice": "15d20+75",
            "speed": {
                "walk": 40,
                "climb": 40,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., passive Perception 15",
            "languages": "-",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The titanoboa makes one bite attack and one constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8+8"
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.",
                    "attack_bonus": 13,
                    "damage_dice": "3d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Slither",
                    "desc": "If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing."
                },
                {
                    "name": "Sparkling Scales",
                    "desc": "The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 382,
            "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_titanoboa/"
        },
        {
            "slug": "tophet",
            "desc": "_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.",
            "name": "Tophet",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 10,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 200 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A tophet makes two attacks, no more than one of which can be a gout of flame."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."
                },
                {
                    "name": "Gout of Flame",
                    "desc": "The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Heart",
                    "desc": "A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."
                },
                {
                    "name": "Burning Belly",
                    "desc": "Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tophet/"
        },
        {
            "slug": "tosculi-hive-queen",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.",
            "name": "Tosculi Hive-Queen",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 17,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Gnoll, Infernal, Tosculi",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hive-queen makes four scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 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": 12,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Glitter Dust",
                    "desc": "The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Implant Egg",
                    "desc": "The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Flight",
                    "desc": "The hive-queen flies up to half its flying speed."
                },
                {
                    "name": "Stinger Attack",
                    "desc": "The hive-queen makes one stinger attack."
                },
                {
                    "name": "Glitter Dust (Costs 2 Actions)",
                    "desc": "The hive-queen uses Glitter Dust."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the hive-queen fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Hive Mind",
                    "desc": "The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."
                },
                {
                    "name": "Hive Queen Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."
                }
            ],
            "spell_list": [],
            "page_no": 385,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tosculi-hive-queen/"
        },
        {
            "slug": "ushabti",
            "desc": "_The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more._  \n**Tomb Servants.** Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive.  \n**Slaughter Tomb Robbers.** Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched.  \n**Khopesh and Scepter.** Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.  \n**Constructed Nature.** An ushabti doesn’t require air, food, drink, or sleep.",
            "name": "Ushabti",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10+50",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 19,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 8,
            "skills": {
                "arcana": 4,
                "history": 4,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Ancient language of DM's choice",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ushabti makes one attack with Medjai's scepter and one with its khopesh."
                },
                {
                    "name": "Medjai's Scepter",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Khopesh",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dynastic Aura",
                    "desc": "A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours."
                },
                {
                    "name": "Healing Leech",
                    "desc": "If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The ushabti is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ushabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The ushabti's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 394,
            "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_ushabti/"
        },
        {
            "slug": "weeping-treant",
            "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._  \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move.  \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire.  \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive.  \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.",
            "name": "Weeping Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                },
                {
                    "name": "Treespeech",
                    "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude."
                },
                {
                    "name": "Acidic Tears",
                    "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse."
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "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_weeping-treant/"
        },
        {
            "slug": "young-cave-dragon",
            "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Young Cave Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 40,
                "climb": 20,
                "fly": 20
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 8,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "blindsight 120 ft., passive Perception 14",
            "languages": "Common, Darakhul, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks; one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Ruff Spikes",
                    "desc": "When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tunneler",
                    "desc": "The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n1/day each: blur, counterspell, web\n\n3/day: darkness"
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-cave-dragon/"
        },
        {
            "slug": "stoneguard",
            "desc": "The elemental wardens of earth are a stoic people, slow to change socially, and more likely to fight defensive battles and outlast enemies than wage offensive wars. The stoneguard are the perfect embodiment of this ideal; their druidic training has been augmented by ancient combat techniques, allowing them to hold fast against a tide of enemies. They craft arms and armor from the granite around them, and their magical stonecraft rivals that of the dwarves.",
            "name": "Stoneguard",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": "Elemental Wardens",
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "granite half plate",
            "hit_points": 152,
            "hit_dice": "16d8+80",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "Common, Druidic, Primordial (Terran)",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stoneguard makes three granite maul attacks."
                },
                {
                    "name": "Granite Maul",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack hits, the stoneguard may also immediately cast _thunderwave_ as a bonus action. This casting uses a spell slot, but no material components.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sentinel",
                    "desc": "When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, it can make a single attack roll against the attacker."
                },
                {
                    "name": "Skin to Stone",
                    "desc": "When the stoneguard is attacked, it may gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker’s turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spellcasting",
                    "desc": "The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, resistance\n* 1st level (4 slots): goodberry, speak with animals, thunderwave\n* 2nd level (2 slots): hold person, spike growth"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/druidcraft/?format=api",
                "https://api-beta.open5e.com/v2/spells/resistance/?format=api",
                "https://api-beta.open5e.com/v2/spells/goodberry/?format=api",
                "https://api-beta.open5e.com/v2/spells/speak-with-animals/?format=api",
                "https://api-beta.open5e.com/v2/spells/thunderwave/?format=api",
                "https://api-beta.open5e.com/v2/spells/hold-person/?format=api",
                "https://api-beta.open5e.com/v2/spells/spike-growth/?format=api"
            ],
            "page_no": 128,
            "environments": [],
            "img_main": null,
            "document__slug": "taldorei",
            "document__title": "Critical Role: Tal’Dorei Campaign Setting",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/",
            "v2_converted_path": "/v2/creatures/tdcs_stoneguard/"
        },
        {
            "slug": "bulette_bf",
            "desc": "",
            "name": "Bulette",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 108,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 7,
            "dexterity_save": 0,
            "constitution_save": 5,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,Monstrosity Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft.",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bulette makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 20 (3d10+4) piercing damage."
                },
                {
                    "name": "Deadly Leap (Recharge 5-6)",
                    "desc": "The bulette leaps up to 30 feet, diving onto a point it can see or sense within that range and landing on its feet with a thunderous crash. It occupies a space of its choice within 5 feet of that point, and each creature within 10 feet of that point must make a DC 15 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and 14 (4d6) thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Any creature in the bulette's space is then pushed into an unoccupied space within 5 feet of the bulette. If no unoccupied space is within range, the creature instead falls prone in the bulette's space."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Seek Prey",
                    "desc": "The bulette looks and sniffs around for new prey, releasing a satisfied, guttural chirp when it settles on one. One creature the bulette can see or sense within 30 feet of it and that can see or hear the bulette must make a DC 15 WIS save. On a failure, the target is frightened until the end of its next turn, and the bulette has advantage on the next attack roll it makes against the creature before the start of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The bulette is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bulette/"
        },
        {
            "slug": "earth_elemental_bf",
            "desc": "",
            "name": "Earth Elemental",
            "size": "large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 5,
            "dexterity_save": -1,
            "constitution_save": 5,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "Elemental Resilience",
            "damage_immunities": "lightning,Elemental Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft.",
            "languages": "Terran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage."
                },
                {
                    "name": "Lob Stone",
                    "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Earth Tremor (Recharge 4-6)",
                    "desc": "The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves."
                },
                {
                    "name": "Earthen Camouflage",
                    "desc": "The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The elemental doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Elemental Resilience",
                    "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The elemental deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_earth-elemental/"
        },
        {
            "slug": "gargoyle_bf",
            "desc": "",
            "name": "Gargoyle",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 3,
            "dexterity_save": 0,
            "constitution_save": 5,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing from nonmagical attacks",
            "damage_immunities": "poison,exhaustion,petrified,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Terran",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gargoyle makes one Bite attack and one Claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Fearsome Mien",
                    "desc": "When a creature the gargoyle can see hits it with an attack, the gargoyle can shift its face to appear more monstrous. The attacker must succeed on a DC 13 WIS save or be frightened of the gargoyle until the end of its next turn."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Diving Pounce",
                    "desc": "If the gargoyle is flying and moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the gargoyle can make one Bite attack against it as a bonus action."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gargoyle/"
        },
        {
            "slug": "gelatinous_cube_bf",
            "desc": "",
            "name": "Gelatinous Cube",
            "size": "large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 6,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "",
            "speed": {
                "walk": 15
            },
            "strength": 16,
            "dexterity": 3,
            "constitution": 20,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": 3,
            "dexterity_save": -4,
            "constitution_save": 5,
            "intelligence_save": -5,
            "wisdom_save": -2,
            "charisma_save": -5,
            "perception": 8,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "Ooze Resilience",
            "damage_immunities": "acid,piercing,Ooze Resilience",
            "condition_immunities": "",
            "senses": "keensense 60 ft. (can't sense beyond this radius)",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) acid damage."
                },
                {
                    "name": "Engulf",
                    "desc": "The cube moves up to its speed. While doing so, it can enter a Large or smaller creature's space. When the cube enters a creature's space, the creature must make a DC 13 DEX save. On a success, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed save. On a failed save, the cube enters the creature's space, the creature takes 10 (3d6) acid damage, and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.<br>An engulfed creature can try to escape by taking an action to make a DC 13 STR check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Skewer Prey",
                    "desc": "When the gelatinous cube is subjected to piercing damage, it can move a random creature engulfed by it to intercept the attack. The creature takes the piercing damage as if it were the target."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ooze Cube",
                    "desc": "The cube takes up its entire space. Other creatures can enter the space, but are subjected to the cube's Engulf and have disadvantage on the save. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 STR check, and the creature making the attempt takes 10 (3d6) acid damage.<br>The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "The cube doesn't require sleep."
                },
                {
                    "name": "Ooze Resilience",
                    "desc": "The cube is resistant to the grappled and restrained conditions, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions."
                },
                {
                    "name": "Transparent",
                    "desc": "While motionless, the cube's Stealth is 15, even when the cube is in plain sight."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gelatinous-cube/"
        },
        {
            "slug": "gold_dragon_wyrmling_bf",
            "desc": "",
            "name": "Gold Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 4,
            "constitution_save": 5,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 4,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Weakening Breath (Recharge 6)",
                    "desc": "The dragon exhales weakening gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 STR save or have disadvantage on STR-based attack rolls, STR checks, and STR saves for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gold-dragon-wyrmling/"
        },
        {
            "slug": "horned_devil_bf",
            "desc": "",
            "name": "Horned Devil",
            "size": "large",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 185,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 24,
            "charisma": 24,
            "strength_save": 10,
            "dexterity_save": 7,
            "constitution_save": 5,
            "intelligence_save": 1,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two Fork attacks and one Tail attack, or it makes three Hurl Flame attacks."
                },
                {
                    "name": "Fork",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 17 CON save or lose 10 (3d6) HP at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 WIS (Medicine) check. The wound also closes if the target receives magical healing."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "_Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 20 (5d6+3) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Headbutt",
                    "desc": "The horned devil slams its horned head into a creature it can see within 5 feet of it. The target must make a DC 17 STR save. On a failure, the target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_horned-devil/"
        },
        {
            "slug": "hydra_bf",
            "desc": "",
            "name": "Hydra",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 166,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 5,
            "dexterity_save": 1,
            "constitution_save": 5,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Multiple Heads",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "-",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hydra makes as many Bite attacks as it has heads."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 10 (1d10+5) piercing damage."
                },
                {
                    "name": "Noxious Breath (Recharge Special)",
                    "desc": "The hydra exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 CON save, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. While the hydra has five or more heads, this action has a recharge of 6. The recharge range increases for each head the hydra has below five. For example, a hydra that starts its turn with two heads can recharge this feature on a 3, 4, 5, or 6."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bloody Burst (Has Fewer Than Five Heads)",
                    "desc": "The hydra squeezes the stumps of its severed heads, spraying blood and gore. Each creature within 5 feet of the hydra must succeed on a DC 16 CON save or be incapacitated until the end of its next turn and poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The hydra can hold its breath for 1 hour."
                },
                {
                    "name": "Multiple Heads",
                    "desc": "The hydra has five heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions.<br>Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 HP for each head regrown in this way."
                },
                {
                    "name": "Reactive Heads",
                    "desc": "For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."
                },
                {
                    "name": "Wakeful",
                    "desc": "While the hydra sleeps, at least one of its heads is awake."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_hydra/"
        },
        {
            "slug": "iron_golem_bf",
            "desc": "",
            "name": "Iron Golem",
            "size": "large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "natural armor, shield",
            "hit_points": 201,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 34,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 12,
            "dexterity_save": -1,
            "constitution_save": 5,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -5,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire,Golem Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes four Spear Arm attacks. It can replace one Spear Arm attack with a Shield Bash attack."
                },
                {
                    "name": "Shield Bash",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 29 (4d10+7) bludgeoning damage, and the target must succeed on a DC 18 STR save or be knocked prone."
                },
                {
                    "name": "Spear Arm",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 25 (4d8+7) piercing damage."
                },
                {
                    "name": "Expel Poisonous Gas (Recharge 5-6)",
                    "desc": "The golem vents poisonous gas from small holes across its body. Each creature within 15 feet of the golem must make a DC 18 CON save, taking 54 (12d8) 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 golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Golem Resilience",
                    "desc": "The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."
                },
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the golem is subjected to fire damage, it takes no damage and instead regains HP equal to the fire damage dealt."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                },
                {
                    "name": "Warrior Stance",
                    "desc": "At the start of each of its turns, the iron golem chooses one of the following fighting stances to adopt, which lasts until the start of the golem's next turn.\n- **Retributive.** The next time the golem is hit by a melee weapon attack from a creature within 5 feet of it before the start of its next turn, the golem can slam its shoulder into the attacker as a reaction. The attacker must succeed on a DC 18 STR save or be pushed up to 10 feet away from the golem and knocked prone.\n- **Aggressive.** When the golem uses Multiattack, it can replace one additional Spear Arm attack with a Shield Bash attack. If it does so, its AC is reduced by 2 until the start of its next turn.\n- **Defensive.** The golem's AC increases by 4, but it can't make Shield Bash attacks until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_iron-golem/"
        },
        {
            "slug": "mammoth_bf",
            "desc": "",
            "name": "Mammoth",
            "size": "huge",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 6,
            "dexterity_save": -1,
            "constitution_save": 5,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold,prone",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mammoth makes two Gore attacks."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage."
                },
                {
                    "name": "Stomp",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one prone creature. _Hit:_ 19 (3d8+6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trunk Grab",
                    "desc": "The mammoth grabs one Large or smaller creature within 10 feet of it. The target must succeed on a DC 17 STR save or be grappled (escape DC 17). Until this grapple ends, the target is restrained, and the mammoth can't use Trunk Grab on another creature."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the mammoth moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 17 STR save or be knocked prone. If the target is prone, the mammoth can make one Stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_mammoth/"
        },
        {
            "slug": "red_dragon_wyrmling_bf",
            "desc": "",
            "name": "Red Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": 1,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage plus 3 (1d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 15foot cone. Each creature in that area must make a DC 13 DEX save, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_red-dragon-wyrmling/"
        },
        {
            "slug": "shark_giant_bf",
            "desc": "",
            "name": "Shark, Giant",
            "size": "huge",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "swim": 50
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 6,
            "dexterity_save": 0,
            "constitution_save": 5,
            "intelligence_save": -5,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "keensense 60 ft.",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shark makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Swift Hunter",
                    "desc": "The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn't provoke opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The shark has advantage on melee attack rolls against any creature that doesn't have all its HP."
                },
                {
                    "name": "Blood Sense",
                    "desc": "The shark can pinpoint, by scent, the location of creatures that don't have all of their HP within 120 feet of it and can sense the general direction of such creatures within 1 mile of it."
                },
                {
                    "name": "Electrical Sensitivity",
                    "desc": "Whenever the shark takes lightning damage, it must succeed on a DC 15 CON save or be incapacitated until the end of its next turn."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The shark can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_shark-giant/"
        },
        {
            "slug": "silver_dragon_wyrmling_bf",
            "desc": "",
            "name": "Silver Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 51,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": 1,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 CON save, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Paralyzing Breath (Recharge 6)",
                    "desc": "The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 CON save or be paralyzed for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_silver-dragon-wyrmling/"
        },
        {
            "slug": "spirit_naga_bf",
            "desc": "",
            "name": "Spirit Naga",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "Nagas",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 166,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 22,
            "strength_save": 4,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": 3,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "Monstrosity Resilience",
            "damage_immunities": "necrotic,poison,charmed,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Celestial,Common,Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spirit naga makes two Bite or Spit Poison attacks. If both attacks hit one creature, the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 5 (2d4) poison damage and 18 (4d8) necrotic damage."
                },
                {
                    "name": "Spit Poison",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 10 (3d4+3) poison damage plus 18 (4d8) necrotic damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The spirit naga casts one of the following spells, requiring only verbal components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _command_, _mage hand_, _minor illusion_<br>3/day each: _augury_ (as an action), _charm_, _sleep_<br>2/day each: _bestow curse_, _hold_<br>1/day: _dominate_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Step",
                    "desc": "The spirit naga magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Guardian Projection",
                    "desc": "The spirit naga's skeletal form is covered with a magical illusion that makes it look like the guardian naga it was in life. The naga can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, a creature touching the spirit naga would feel its rough, dry scales and exposed bones instead of the smooth, cool scales of a guardian naga. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern the spirit naga's true appearance."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The naga is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Necrotic Strikes",
                    "desc": "The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 4d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_spirit-naga/"
        },
        {
            "slug": "troll_bf",
            "desc": "",
            "name": "Troll",
            "size": "large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": 4,
            "dexterity_save": 1,
            "constitution_save": 5,
            "intelligence_save": -2,
            "wisdom_save": -1,
            "charisma_save": -2,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "Giant Attributes",
            "damage_resistances": "Giant Attributes",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The troll makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ravenous Frenzy (52 HP or Fewer)",
                    "desc": "Desperate for a meal as its injuries mount, the troll moves up to half its speed and makes one Bite attack against a creature it can see within range. The troll then regains HP equal to half the damage dealt."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Giant Attributes",
                    "desc": "The troll is resistant to the stunned condition, and it is vulnerable to the prone condition."
                },
                {
                    "name": "Heightened Smell",
                    "desc": "The troll's Perception is 17 while perceiving by smell."
                },
                {
                    "name": "Regeneration",
                    "desc": "The troll regains 10 HP at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 HP and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_troll/"
        },
        {
            "slug": "androsphinx",
            "desc": "",
            "name": "Androsphinx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "Sphinxes",
            "alignment": "lawful neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 199,
            "hit_dice": "19d10+95",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 11,
            "intelligence_save": 9,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "arcana": 9,
                "perception": 10,
                "religion": 15
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened",
            "senses": "truesight 120 ft., passive Perception 20",
            "languages": "Common, Sphinx",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sphinx makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10",
                    "damage_bonus": 6
                },
                {
                    "name": "Roar (3/Day)",
                    "desc": "The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.\n**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is 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.\n**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Claw Attack",
                    "desc": "The sphinx makes one claw attack."
                },
                {
                    "name": "Teleport (Costs 2 Actions)",
                    "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "Inscrutable",
                    "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The sphinx's weapon attacks are magical."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n* 1st level (4 slots): command, detect evil and good, detect magic\n* 2nd level (3 slots): lesser restoration, zone of truth\n* 3rd level (3 slots): dispel magic, tongues\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, greater restoration\n* 6th level (1 slot): heroes' feast"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/sacred-flame/?format=api",
                "https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=api",
                "https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=api",
                "https://api-beta.open5e.com/v2/spells/command/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=api",
                "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/tongues/?format=api",
                "https://api-beta.open5e.com/v2/spells/banishment/?format=api",
                "https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=api",
                "https://api-beta.open5e.com/v2/spells/flame-strike/?format=api",
                "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/heroes-feast/?format=api"
            ],
            "page_no": 347,
            "environments": [
                "Desert",
                "Ruins"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_androsphinx/"
        },
        {
            "slug": "dragon-turtle",
            "desc": "",
            "name": "Dragon Turtle",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 341,
            "hit_dice": "22d20+110",
            "speed": {
                "walk": 20,
                "swim": 40
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Aquan, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d12",
                    "damage_bonus": 7
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8",
                    "damage_bonus": 7
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
                    "attack_bonus": 13,
                    "damage_dice": "3d12",
                    "damage_bonus": 7
                },
                {
                    "name": "Steam Breath (Recharge 5-6)",
                    "desc": "The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.",
                    "attack_bonus": 0,
                    "damage_dice": "15d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon turtle can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "environments": [
                "Underwater",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_dragon-turtle/"
        },
        {
            "slug": "earth-elemental",
            "desc": "",
            "name": "Earth Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 10",
            "languages": "Terran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "damage_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The elemental deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 306,
            "environments": [
                "Underdark",
                "Laboratory",
                "Plane Of Earth"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_earth-elemental/"
        },
        {
            "slug": "gelatinous-cube",
            "desc": "",
            "name": "Gelatinous Cube",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": "Oozes",
            "alignment": "unaligned",
            "armor_class": 6,
            "armor_desc": null,
            "hit_points": 84,
            "hit_dice": "8d10+40",
            "speed": {
                "walk": 15
            },
            "strength": 14,
            "dexterity": 3,
            "constitution": 20,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.",
                    "attack_bonus": 4,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Engulf",
                    "desc": "The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\nOn a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.\nAn engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ooze Cube",
                    "desc": "The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.\nCreatures inside the cube can be seen but have total cover.\nA creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.\nThe cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."
                },
                {
                    "name": "Transparent",
                    "desc": "Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "environments": [
                "Underdark",
                "Sewer",
                "Caverns",
                "Plane Of Water",
                "Ruin",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_gelatinous-cube/"
        },
        {
            "slug": "hezrou",
            "desc": "",
            "name": "Hezrou",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": "Demons",
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d10+65",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hezrou makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10",
                    "damage_bonus": 4
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Variant: Summon Demon (1/Day)",
                    "desc": "The demon chooses what to summon and attempts a magical summoning.\nA hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The hezrou has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "environments": [
                "Abyss"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/hezrou.png",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_hezrou/"
        },
        {
            "slug": "hydra",
            "desc": "",
            "name": "Hydra",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 20,
            "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": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hydra makes as many bite attacks as it has heads."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10",
                    "damage_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The hydra can hold its breath for 1 hour."
                },
                {
                    "name": "Multiple Heads",
                    "desc": "The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."
                },
                {
                    "name": "Reactive Heads",
                    "desc": "For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."
                },
                {
                    "name": "Wakeful",
                    "desc": "While the hydra sleeps, at least one of its heads is awake."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [
                "Swamp",
                "Caverns",
                "Plane Of Water",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_hydra/"
        },
        {
            "slug": "iron-golem",
            "desc": "",
            "name": "Iron Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8",
                    "damage_bonus": 7
                },
                {
                    "name": "Sword",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d10",
                    "damage_bonus": 7
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "10d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_iron-golem/"
        },
        {
            "slug": "marilith",
            "desc": "",
            "name": "Marilith",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": "Demons",
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d10+90",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 13",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marilith can make seven attacks: six with its longswords and one with its tail."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10",
                    "damage_bonus": 4
                },
                {
                    "name": "Teleport",
                    "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Variant: Summon Demon (1/Day)",
                    "desc": "The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The marilith has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The marilith's weapon attacks are magical."
                },
                {
                    "name": "Reactive",
                    "desc": "The marilith can take one reaction on every turn in combat."
                }
            ],
            "spell_list": [],
            "page_no": 272,
            "environments": [
                "Abyss"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_marilith/"
        },
        {
            "slug": "roc",
            "desc": "",
            "name": "Roc",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 248,
            "hit_dice": "16d20+80",
            "speed": {
                "walk": 20,
                "fly": 120
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 3,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The roc makes two attacks: one with its beak and one with its talons."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8",
                    "damage_bonus": 9
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.",
                    "attack_bonus": 13,
                    "damage_dice": "4d6",
                    "damage_bonus": 9
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Sight",
                    "desc": "The roc has advantage on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "environments": [
                "Hill",
                "Mountains",
                "Coastal",
                "Grassland",
                "Arctic",
                "Hills",
                "Mountain",
                "Water",
                "Desert"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_roc/"
        },
        {
            "slug": "stone-giant",
            "desc": "",
            "name": "Stone Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "11d12+55",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 12,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatclub attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "4d10",
                    "damage_bonus": 6
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rock Catching",
                    "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stone Camouflage",
                    "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": 313,
            "environments": [
                "Hill",
                "Underdark",
                "Hills",
                "Mountains",
                "Mountain",
                "Plane Of Earth"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_stone-giant/"
        },
        {
            "slug": "stone-golem",
            "desc": "",
            "name": "Stone Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Slow (Recharge 5-6)",
                    "desc": "The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target 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 golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_stone-golem/"
        },
        {
            "slug": "storm-giant",
            "desc": "",
            "name": "Storm Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "chaotic good",
            "armor_class": 16,
            "armor_desc": "scale mail",
            "hit_points": 230,
            "hit_dice": "20d12+100",
            "speed": {
                "walk": 50,
                "swim": 50
            },
            "strength": 29,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 14,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "arcana": 8,
                "athletics": 14,
                "history": 8,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 19",
            "languages": "Common, Giant",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "6d6",
                    "damage_bonus": 9
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "4d12",
                    "damage_bonus": 9
                },
                {
                    "name": "Lightning Strike (Recharge 5-6)",
                    "desc": "The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "12d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The giant can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, feather fall, levitate, light\n3/day each: control weather, water breathing"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/feather-fall/?format=api",
                "https://api-beta.open5e.com/v2/spells/levitate/?format=api",
                "https://api-beta.open5e.com/v2/spells/light/?format=api",
                "https://api-beta.open5e.com/v2/spells/control-weather/?format=api",
                "https://api-beta.open5e.com/v2/spells/water-breathing/?format=api"
            ],
            "page_no": 313,
            "environments": [
                "Plane Of Air",
                "Mountains",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_storm-giant/"
        },
        {
            "slug": "troll",
            "desc": "",
            "name": "Troll",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "8d10+40",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 7,
            "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": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The troll makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The troll has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Regeneration",
                    "desc": "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Variant: Loathsome Limbs",
                    "desc": "Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:\n\n**1-10:** Nothing else happens.\n**11-14:** One leg is severed from the troll if it has any legs left.\n**15- 18:** One arm is severed from the troll if it has any arms left.\n**19-20:** The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.\n\nIf the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.\nA **severed leg** is unable to attack and has a speed of 5 feet.\nA **severed arm** has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.\nIf its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The **severed head** has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.\nThe troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "environments": [
                "Hill",
                "Underdark",
                "Mountains",
                "Grassland",
                "Ruin",
                "Swamp",
                "Feywild",
                "Mountain",
                "Forest",
                "Arctic",
                "Jungle",
                "Hills",
                "Caverns"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_troll/"
        },
        {
            "slug": "aalpamac",
            "desc": "A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens._  \n**Hungry Lake Monsters.** The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons.  \n**Local Legends.** An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.",
            "name": "Aalpamac",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 15,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aalpamac makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aalpamac can breathe air and water."
                },
                {
                    "name": "Distance Distortion Aura",
                    "desc": "The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can't move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac's Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 8,
            "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_aalpamac/"
        },
        {
            "slug": "avalanche-screamer",
            "desc": "Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature._  \n**Primordial Beings.** Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities.  \n**Devious Hunter.** A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them.  \n**Summer Hibernation.** Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.",
            "name": "Avalanche Screamer",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "burrow": 20,
                "walk": 40,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "bludgeoning, thunder",
            "condition_immunities": "frightened, prone",
            "senses": "tremorsense 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The avalanche screamer makes three attacks: one with its bite and two with its legs."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Leg",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Scream (Recharge 5-6)",
                    "desc": "The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Snow Camouflage",
                    "desc": "The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 35,
            "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_avalanche-screamer/"
        },
        {
            "slug": "boreas-chosen",
            "desc": "The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._  \nRegardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor.  \n**Blood and Weapons of Ice.** A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed.  \n**Blessed and Loyal.** Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.",
            "name": "Boreas’ Chosen",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor, shield",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "passive Perception 12",
            "languages": "Common, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Boreas' chosen makes two ice spear attacks."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +6 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, plus 9 (2d8) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Breath of the North Wind",
                    "desc": "(Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Frozen Blood",
                    "desc": "A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage."
                },
                {
                    "name": "Ice Runes",
                    "desc": "The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The chosen 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."
                }
            ],
            "spell_list": [],
            "page_no": 48,
            "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_boreas-chosen/"
        },
        {
            "slug": "chronomatic-enhancer",
            "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._  \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize.  \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.  \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.",
            "name": "Chronomatic Enhancer",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "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 60 ft., tremorsense 10 ft., passive Perception 16",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Time-Infused Gears",
                    "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Alter Timeline",
                    "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Delay",
                    "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form."
                }
            ],
            "spell_list": [],
            "page_no": 64,
            "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_chronomatic-enhancer/"
        },
        {
            "slug": "corpse-worm",
            "desc": "A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike._  \nThese creatures prowl deep caverns, seeking flesh to devour.  \n**Eaters of the Dead.** The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed.  \n**Ignore the Unliving.** While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops.  \n**Slimy Eggs.** A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.",
            "name": "Corpse Worm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 5,
            "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",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Swallow",
                    "desc": "The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Regurgitate (Recharge 5-6)",
                    "desc": "When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The corpse worm has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "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_corpse-worm/"
        },
        {
            "slug": "grimmlet-swarm",
            "desc": "Flowing over the landscape like a glass carpet, this mass of smoky crystalline shards moves in a manner most unnatural. Occasionally, a bolt of black or purple energy arcs between two or more of the shards in the swarm._",
            "name": "Grimmlet Swarm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 18,
            "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": "psychic",
            "condition_immunities": "blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "understands Void Speech but can’t speak",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grimmlet swarm makes two attacks with its crystal edges."
                },
                {
                    "name": "Crystal Edges",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half of its hp or fewer. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enervating Maelstrom",
                    "desc": "When the grimmlet swarm dies, it explodes in a plume of ennui. Each creature within 20 feet of the grimmlet swarm must make a DC 17 Dexterity saving throw. On a failure, a creature takes 21 (6d6) psychic damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. Grimmlets damaged by this trait don't Reproduce."
                },
                {
                    "name": "Maze of Edges",
                    "desc": "A creature that attempts to move out of or through the grimmlet swarm must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) slashing damage."
                },
                {
                    "name": "Reproduce",
                    "desc": "When a grimmlet swarm takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet swarm. If the spell is a cantrip, only one grimmlet is created. New grimmlets aren't subsumed into the swarm. Sixteen or more new grimmlets within 30 feet of each other can use their reactions to come together and form a new grimmlet swarm in a space within 5 feet of one grimmlet."
                },
                {
                    "name": "Swarm",
                    "desc": "The grimmlet swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny grimmlet. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The grimmlet swarm's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: maddening whispers, crushing curse, minor illusion\n3/day each: hypnotic pattern, void strike, major image\n1/day each: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 187,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_grimmlet-swarm/"
        },
        {
            "slug": "gulper-behemoth",
            "desc": "The titanic eel-like creature has delicately dancing frills and flickers of phosphorescence just under its translucent skin. Its mouth opens impossibly wide as it surges forward._  \n**Deep Sea Lure.** The gulper behemoth lives in the waters of the remotest oceans. It lures sea dwellers to their deaths with dancing motes of light within its massive, ballooning gullet. Rumors abound that even a sharp pinprick will deflate the sea monster.  \n\n## Gulper Behemoth’s Lair\n\n  \nThe gulper’s lair is filled with brightly-colored and labyrinthine giant corals. Smaller, mutualistic predators swim throughout the lair, keeping it well protected.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the gulper behemoth takes a lair action to cause one of the following effects; the gulper behemoth can’t use the same effect two rounds in a row:\n* The gulper behemoth commands deep sea eels and plants to constrict a target it can see within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.\n* The gulper behemoth commands plants and coral to shoot boiling water at up to three creatures it can see within 60 feet of it. Each target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.",
            "name": "Gulper Behemoth",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 188,
            "hit_dice": "13d20+52",
            "speed": {
                "walk": 0,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "piercing",
            "damage_resistances": "acid, thunder",
            "damage_immunities": "",
            "condition_immunities": "blinded",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the gulper behemoth can't bite another target.",
                    "attack_bonus": 9,
                    "damage_dice": "6d10+7"
                },
                {
                    "name": "Swallow",
                    "desc": "The gulper behemoth makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behemoth, and it takes 14 (4d6) acid damage at the start of each of the behemoth's turns.\n\nIf the gulper behemoth takes 20 damage or more on a single turn from a creature inside it, the behemoth must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone."
                },
                {
                    "name": "Sonic Pulse (Recharge 5-6)",
                    "desc": "The gulper behemoth expels a sonic pulse in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "The gulper behemoth explodes when it drops to 0 hp. Each creature within 40 feet of it must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) acid damage on a failed save."
                },
                {
                    "name": "Echolocation",
                    "desc": "The gulper behemoth can't use its blindsight while deafened."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The gulper behemoth has advantage on Wisdom (Perception) checks that rely on hearing."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The gulper behemoth can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 190,
            "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_gulper-behemoth/"
        },
        {
            "slug": "herald-of-slaughter",
            "desc": "The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._  \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities.  \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods.  \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.",
            "name": "Herald of Slaughter",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "athletics": 8,
                "deception": 8,
                "perception": 5,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, slashing",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range."
                },
                {
                    "name": "Enkindle Hate",
                    "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Cleaver",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Corrupting Aura",
                    "desc": "The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The herald's weapon attacks are magical."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming"
                }
            ],
            "spell_list": [],
            "page_no": 198,
            "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_herald-of-slaughter/"
        },
        {
            "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": [],
            "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_ice-elemental/"
        },
        {
            "slug": "kachlian",
            "desc": "This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples._  \n**Otherborn.** Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth.  \n**Eater of Souls.** The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a Open Game License",
            "name": "Kachlian",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d12+60",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "stunned, paralyzed, prone",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kachlian makes three attacks with its tentacles."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Consume Soul",
                    "desc": "A creature slain by the kachlian can't be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\nCantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp\n1st level (4 slots): detect magic, hideous laughter, identify, magic missile\n2nd level (3 slots): blindness/deafness, darkness, see invisibility\n3rd level (3 slots): counterspell, slow\n4th level (1 slots): confusion"
                }
            ],
            "spell_list": [],
            "page_no": 219,
            "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_kachlian/"
        },
        {
            "slug": "kelp-eel",
            "desc": "A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey._  \nKelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect.  \n**Serpents of the Shallows.** Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest.  \n**Mariners’ Nightmares.** The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels.  \n**Deep Hunters.** While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.",
            "name": "Kelp Eel",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d12+60",
            "speed": {
                "walk": 10,
                "swim": 50
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, unconscious",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "6d8+4"
                },
                {
                    "name": "Kelp Tendril",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the kelp eel can't use the same kelp tendril on another target. In addition, at the start of the target's next turn, it begins to suffocate as the eel's grip crushes the breath out of it."
                },
                {
                    "name": "Reel",
                    "desc": "The kelp eel pulls each creature grappled by it up to 25 feet straight toward it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Disperse",
                    "desc": "When the kelp eel is reduced to 0 hp, it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can't reform and the creature is destroyed."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the kelp eel remains motionless, it is indistinguishable from ordinary kelp."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "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_kelp-eel/"
        },
        {
            "slug": "kobold-war-machine",
            "desc": "A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine’s engines._  \nInspired by the sight of a fearsome Open Game License",
            "name": "Kobold War Machine",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 25
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 7,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks."
                },
                {
                    "name": "Spiked Wheel",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Spit Fire",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The kobold war machine is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Operators",
                    "desc": "The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine.\n\nIf a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can't be targeted and are immune to damage while operating the kobold war machine."
                },
                {
                    "name": "Ram Them! (Two or More Operators)",
                    "desc": "If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kobold war machine deals double damage to objects and structures."
                },
                {
                    "name": "That Way! (Three or More Operators)",
                    "desc": "The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 233,
            "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_kobold-war-machine/"
        },
        {
            "slug": "mangrove-treant",
            "desc": "Gnarled roots reaching deep into the muck act as legs for this group of trees conjoined into a sentient being._  \n**Ancient Grove Guardians.** Mangrove treants provide shelter and a resource-rich environment for many creatures. They extend their roots into the water, where several species of fish thrive. Biting and stinging insects, most notably mosquitos, dart about in cloud-like formations near the water’s surface. Arboreal animals nest high among the treants’ boughs mostly removed from the depredations of the insects. Unlike their forest cousins, these swampland treants are more concerned with the safety of those under their protection and less concerned with the overall health of the swamp. They decisively react to direct threats to themselves and the creatures within their boughs and roots, but they may not act if something endangers an area outside their immediate groves.  \nMangrove treants continue to grow throughout their extraordinarily long lives, which can reach millennia if they see no external disruptions. The treants also add ordinary mangrove trees into their gestalt, incorporating the trees’ ecosystems into its whole.  \n**Friend to Lizardfolk.** While a mangrove treant is generally wary of civilization, it befriends Open Game License",
            "name": "Mangrove Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 7,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "nature": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Common, Draconic, Druidic, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mangrove treant makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Mangrove Mosquitos",
                    "desc": "The mangrove treant calls a swarm of mosquitos from its branches. The swarm of mosquitos uses the statistics of a swarm of insects, except it has a flying speed of 30 feet. The swarm acts an ally of the treant and obeys its spoken commands. The swarm remains for 1 day, until the treant dies, or until the treant dismisses it as a bonus action.\n\nThe treant can have only one swarm of mosquitos at a time. If it calls another, the previous swarm disperses."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the mangrove treant remains motionless, it is indistinguishable from an ordinary mangrove tree."
                },
                {
                    "name": "Grasping Roots",
                    "desc": "The treant has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The mangrove treant deals double damage to objects and structures."
                },
                {
                    "name": "Tiny Spies",
                    "desc": "The mangrove treant can communicate with mosquitos as if they shared a language. The mosquitos alert the treant to the presence of intruders, and the treant has advantage on Wisdom (Perception) checks to notice creatures within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 350,
            "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_mangrove-treant/"
        },
        {
            "slug": "mari-lwyd",
            "desc": "A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._  \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves.  \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts.  \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature.  \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality.  \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.",
            "name": "Mari Lwyd",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 66,
            "hit_dice": "7d10+28",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 4,
                "performance": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Elvish, Giant, Primordial",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mari lwyd makes one bite attack and one hooves attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turn Resistance",
                    "desc": "The mari lwyd has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Turned by Rhyme",
                    "desc": "A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mari lwyd's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_mari-lwyd/"
        },
        {
            "slug": "spawn-of-alquam",
            "desc": "This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green._  \n**Demonic Servants.** These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.  \n**Kinship with Shadow.** When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.  \n**Lords of Birds.** Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.",
            "name": "Spawn of Alquam",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "fly": 60,
                "walk": 20
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 4,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Gloomspittle",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised."
                },
                {
                    "name": "Keen Sight",
                    "desc": "The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Speak with Birds",
                    "desc": "The spawn of Alquam can communicate with birds as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_spawn-of-alquam/"
        },
        {
            "slug": "strobing-fungus",
            "desc": "This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession._  \n**Chemical Warrior.** The strobing fungus’ body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic.  \n**Wandering Mushroom.** Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location.  \n**Popular Guards.** Strobing fungi are often employed as guardians, particularly by creatures that have blindsight. The fungi understand rudimentary Common and can obey commands not to attack their master’s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.",
            "name": "Strobing Fungus",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 10
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The strobing fungus makes two attacks."
                },
                {
                    "name": "Chemical Burn",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 13 (3d6 + 3) acid damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Strobe",
                    "desc": "As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area's ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nUnless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can't use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield's bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save.\n\nWhile emitting light, the strobing fungus can't attack. It can stop emitting light at any time (no action required)."
                }
            ],
            "spell_list": [],
            "page_no": 160,
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            "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_strobing-fungus/"
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}