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=14
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=15",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-constitution&page=13",
    "results": [
        {
            "slug": "clockwork-scorpion",
            "desc": "",
            "name": "Clockwork Scorpion",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; nonmagic B/P/S attacks not made w/adamantine weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60', tremorsense 60', passive Perception 15",
            "languages": "understands creator's languages but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Sting attack and two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d12+4) bludgeoning damage and target grappled (escape DC 16). Has two claws each of which can grapple only one target."
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 9 (1d10+4) piercing damage + 22 (4d10) poison. Scorpion then chooses one of the following target: DC 16 Con save.Hallucinatory Elixir Failed save: sees enemies everywhere 1 min. On its turn target uses its action for melee attack vs. nearest creature (not scorpion) moving up to its speed to creature if necessary. Can re-save at end of each of its turns success ends effect on itself. If it makes initial save is charmed until end of its next turn.Sleep Solution Failed save: falls unconscious 1 min. Effect ends for target if it takes damage or if another creature uses action to wake it. Successful save: target incapacitated until end of its next turn.Vocal Paralytic Failed save: target is poisoned for 1 min. While poisoned in this way target is unable to speak or cast spells that require verbal components. Target can re-save at end of each of its turns success ends effect on itself. If target succeeds on initial save it is poisoned in this way until end of its next turn."
                },
                {
                    "name": "Acid Spray (Recharge 5-6)",
                    "desc": "Spews acid in a 15 ft. cone. Each creature in that area: 42 (12d6) acid (DC 16 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Gas Nozzles",
                    "desc": "When it takes damage all within 5 feet: 5 (1d10) poison. If damage taken was fire gas ignites deals + 5 (1d10) fire."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 89,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_clockwork-scorpion/"
        },
        {
            "slug": "dawnfly",
            "desc": "",
            "name": "Dawnfly",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 261,
            "hit_dice": "18d20+72",
            "speed": {
                "walk": 20,
                "climb": 20,
                "fly": 90
            },
            "strength": 23,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 14,
            "charisma": 18,
            "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": "cold, fire; nonmagic bludgeoning, piercing, and slashing attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "blindsight 90', passive Perception 12",
            "languages": "—",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and three Tail attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, 5 ft., one target, 19 (3d8+6) piercing damage + 7 (2d6) poison."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, 15 ft., one target, 22 (3d10+6) bludgeoning damage."
                },
                {
                    "name": "Wing Slice (Recharge 4-6)",
                    "desc": "Flies up to 40' in straight line and can move through space of any Huge or smaller creature. First time it enters creature's space during this move creature: 54 (12d8) slashing damage and stunned until end of its next turn and if dawnfly's wings are ignited from Winged Inferno extra 14 (4d6) fire (DC 19 Dex half isn't stunned)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Winged Inferno",
                    "desc": "Rapidly beats wings igniting them until start of next turn. Shed bright light in 20' radius dim light extra 20'. Creature that touches dawnfly or hits it with melee attack while within 5 ft. of it: 7 (2d6) fire. Also when creature starts turn within 5 ft. of dawnfly creature: DC 19 Dex save or 7 (2d6) fire. Effect ends early if dawnfly stops flying."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Dust Burst",
                    "desc": "Its wings shed blinding dust within 10 ft. of it. Each creature in the area: DC 19 Con save or be blinded until end of its next turn."
                },
                {
                    "name": "Fiery Downburst (2)",
                    "desc": "15 ft. cone hot air downdraft. All in area: 9 (2d8) bludgeoning damage and 7 (2d6) fire pushed up to 15 ft. from dawnfly in direction following cone and knocked prone (DC 19 Str half damage not pushed/prone). "
                },
                {
                    "name": "Snatch and Drop (3)",
                    "desc": "Flies up to half its fly speed making one Tail attack at creature within reach on the way. Hits: creature grappled carried and dropped at end of move; normal fall damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "Doesn't provoke opportunity attacks when it flies out of reach."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Unsettling Drone",
                    "desc": "Creature that starts turn within 10 ft. of dawnfly: DC 19 Con save or incapacitated until start of its next turn. Deafened creatures have advantage. Success: immune to this 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dawnfly/"
        },
        {
            "slug": "dragon-prismatic-young",
            "desc": "",
            "name": "Dragon, Prismatic Young",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant",
            "condition_immunities": "blinded",
            "senses": "blindsight 30', darkvision 120', passive Perception 18",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 15 (2d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Light Beam (Recharge 5-6)",
                    "desc": "Emits a beam of white light in a 60' line that is 5 ft. wide. Each creature in that line: 36 (8d8) radiant (DC 15 Dex half). "
                },
                {
                    "name": "Spellcasting",
                    "desc": "Int (DC 14) no material components: At will: dancing lights3/day ea: charm person color spray1/day: prismatic spray"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 140,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dragon-prismatic-young/"
        },
        {
            "slug": "drake-ethereal",
            "desc": "",
            "name": "Drake, Ethereal",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 15 (2d10+4) piercing damage + 9 (2d8) force. Target is grappled (escape DC 15) if it is a Large or smaller creature and drake doesn't have another creature grappled."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Phase Breath (Recharge 5-6)",
                    "desc": "Exhales a blue mist in a 30' cone. Each creature in that area: 27 (6d8) force and is magically shifted to the Ethereal Plane for 1 min (DC 15 Con half damage and isn't magically shifted). A creature shifted to the Ethereal Plane in this way can re-save at end of each of its turns magically shifting back to the Material Plane on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ethereal Step",
                    "desc": "Magically shifts from Material Plane to Ethereal or vice versa. Drake can bring creatures grappled by it into the Ethereal Plane with it. A creature not native to Ethereal Plane returns to Material Plane in 1d4 rounds if brought to the plane while grappled by drake."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ethereal Sight",
                    "desc": "Can see 60' into the Ethereal Plane when on the Material Plane and vice versa."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_drake-ethereal/"
        },
        {
            "slug": "dwarf-pike-guard-captain",
            "desc": "",
            "name": "Dwarf, Pike Guard Captain",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 25
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Dwarvish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Not One Step Back if it can; then two Pikes."
                },
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +6 to hit, 10 ft., one target, 14 (2d10+3) piercing damage."
                },
                {
                    "name": "Not One Step Back! (Recharge 5-6)",
                    "desc": "Bellows an order inspiring its subordinates to glory. Each creature of captain's choice within 10 ft. of it becomes immune to charmed and frightened conditions for 1 min. In addition grants one such creature the Bring It Down reaction for 1 min allowing target to make opportunity attack if a pike guard or captain deals damage to a creature in target's reach. Captain can share Bring It Down with only one creature at a time. If captain shares Bring It Down with another effect on previous target ends. These effects end early if the captain is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Brace Pike",
                    "desc": "When a creature enters the captain's reach the captain can brace its pike. If it does so it has advantage on its next attack roll vs. that creature."
                },
                {
                    "name": "Bring It Down",
                    "desc": "When a creature within captain's reach takes damage from a pike guard or pike guard captain captain can make one opportunity attack vs. that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest of Pikes",
                    "desc": "If within 5 ft. of at least one pike guard or pike guard captain it has half cover vs. ranged attacks."
                },
                {
                    "name": "Pike Mastery",
                    "desc": "As the pike guard."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dwarf-pike-guard-captain/"
        },
        {
            "slug": "garmvvolf",
            "desc": "",
            "name": "Garmvvolf",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d12+72",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Makes as many Bite attacks as it has heads."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, 10 ft., one target, 8 (1d6+5) piercing damage + 10 (3d6) poison."
                },
                {
                    "name": "Tripartite Howl (Recharge 5-6)",
                    "desc": "Its heads exhale a three-part howl one filled with poisonous spittle one a thunderous bellow and one a frightful bay in a 30' cone. Each creature in area: 17 (5d6) poison and 17 (5d6) thunder and becomes frightened 1 min (DC 16 Dex half damage isn't frightened). A frightened creature can re-save at end of each of its turns ending effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "Has advantage on Wis (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Multiple Heads",
                    "desc": "Has three heads. While it has more than one head it has advantage on saves vs. being blinded charmed deafened frightened stunned and knocked unconscious. Whenever it takes 25 or more damage in a single turn one head dies. If all its heads die it dies. At the end of its turn it grows two heads for each head that died since its last turn unless it has taken fire since its last turn. Regains 10 hp for each head regrown in this way."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If it moves 20'+ straight toward creature and then hits it with Bite on same turn target must make a DC 16 Str save or be knocked prone. If target is prone garmvvolf can make one Bite vs. it as a bonus action."
                },
                {
                    "name": "Wakeful",
                    "desc": "While it sleeps at least one of its heads is awake."
                }
            ],
            "spell_list": [],
            "page_no": 194,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_garmvvolf/"
        },
        {
            "slug": "giant-hellfire",
            "desc": "",
            "name": "Giant, Hellfire",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Giant, Infernal",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Greatclub or Runic Blast attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +10 to hit, 15 ft., one target, 19 (3d8+6) bludgeoning damage + 9 (2d8) fire."
                },
                {
                    "name": "Runic Blast",
                    "desc": "Ranged Spell Attack: +7 to hit, 60 ft., one target, 25 (4d10+3) force and target's speed halved until end of its next turn (DC 16 Con not half speed). Fiends have disadvantage on the save."
                },
                {
                    "name": "Invisibility Rune",
                    "desc": "Magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the giant wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Runic Shield",
                    "desc": "Adds 4 to its AC vs. one attack that would hit it as green runes encircle the giant. To do so giant must see the attacker and can't be invisible"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Malison",
                    "desc": "When it dies the runes on its body flash a bright green then turn to mundane malachite. Each creature within 20' of giant: cursed 7 days (DC 16 Con negates) or until lifted by remove curse spell or similar. While cursed creature has disadvantage on saves and on first attack roll it makes on each of its turns. Fiends have disadvantage on the save."
                },
                {
                    "name": "Rune-Powered Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals extra 2d8 fire (included in below)."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "Advantage on Dex (Stealth) checks made to hide in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": 203,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob3_giant-hellfire/"
        },
        {
            "slug": "living-soot",
            "desc": "",
            "name": "Living Soot",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 0,
                "fly": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "Auran, Ignan, Terran",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slams or one Slam and one Constrict."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 7 (2d6) poison."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage and target is grappled (escape DC 15). Until this grapple ends target is restrained and soot can't Constrict another target."
                },
                {
                    "name": "Engulfing Sootstorm (Recharge 4-6)",
                    "desc": "Spins violently in place spreading out tendrils of thick poisonous ash. Each creature within 20' of it:21 (6d6) poison and speed is halved (DC 15 Dex half damage and speed isn't reduced). Speed reduction lasts until creature uses action cleaning off the ash."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brittle",
                    "desc": "If it takes cold it partially freezes; its speed is reduced by 10 ft. and its AC is reduced by 2 until end of its next turn."
                },
                {
                    "name": "Choking Air Form",
                    "desc": "Can enter a hostile creature's space and stop there and it can move through a space as narrow as 1ft. wide with o squeezing. In addition when creature starts turn in same space as soot creature: 7 (2d6) poison and be unable to breathe until it starts its turn outside soot's space (DC 15 Con negates)."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from tangled mass of blackened dusty webbing."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_living-soot/"
        },
        {
            "slug": "oaken-sentinel",
            "desc": "",
            "name": "Oaken Sentinel",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d12+72",
            "speed": {
                "walk": 10
            },
            "strength": 22,
            "dexterity": 6,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 8,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": -1,
            "skills": {
                "perception": -1
            },
            "damage_vulnerabilities": "lightning",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened, prone",
            "senses": "blindsight 120' (blind beyond), passive Perception 9",
            "languages": "Sylvan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grasping Branch or Rock attacks. It can replace one attack with use of Fling."
                },
                {
                    "name": "Grasping Branch",
                    "desc": "Melee Weapon Attack: +10 to hit, 50 ft., one target, 19 (3d8+6) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends the target is restrained and takes 4 (1d8) bludgeoning damage at start of each of its turns and sentinel can't use same Grasping Branch on another target."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +10 to hit 60/240' one target 22 (3d10+6) bludgeoning damage."
                },
                {
                    "name": "Fling",
                    "desc": "One Med or smaller creature grappled by the oaken sentinel is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If the target is thrown at another creature that creature must make DC 16 Dex save or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from ordinary oak tree."
                },
                {
                    "name": "Grasping Branches",
                    "desc": "Can have up to six Grasping Branches at a time. Each Grasping Branch can be attacked (AC 16; 25 hp; vulnerability to lightning; immunity to poison and psychic). Destroying a Grasping Branch deals no damage to the oaken sentinel which can extend a replacement branch on its next turn. A Grasping Branch can also be broken if a creature takes an action and succeeds on a DC 16 Str check vs. it."
                }
            ],
            "spell_list": [],
            "page_no": 293,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_oaken-sentinel/"
        },
        {
            "slug": "ogre-void-blessed",
            "desc": "",
            "name": "Ogre, Void Blessed",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 16,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, poison",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 30' (blind beyond), tremorsense 120', passive Perception 16",
            "languages": "Giant, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Tentacle Lash attack and one Void Bite attack or it makes three Void Spit attacks."
                },
                {
                    "name": "Tentacle Lash",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) psychic and target blinded until end of its next turn as jumbled visions and voices of the Void fill its mind (DC 15 Int not blind)."
                },
                {
                    "name": "Void Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d10+5) piercing damage + 9 (2d8) necrotic."
                },
                {
                    "name": "Void Spit",
                    "desc": "Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Volatile Stomach",
                    "desc": "When it takes bludgeoning piercing or slashing can regurgitate some of its stomach contents. Each creature within 5 ft. of it: 4 (1d8) necrotic and be poisoned until end of its next turn (DC 15 Con negates). A pool of Void infused stomach contents forms in a space ogre can see within 5 ft. of it and lasts until start of ogre's next turn. A creature that enters pool for first time on a turn or starts its turn there: 4 (1d8) necrotic."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "Advantage on Wis (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Tentacle Senses",
                    "desc": "Can't use its tremorsense while grappled or restrained."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ogre-void-blessed/"
        },
        {
            "slug": "ooze-shoal",
            "desc": "",
            "name": "Ooze, Shoal",
            "size": "Gargantuan",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": "",
            "hit_points": 232,
            "hit_dice": "16d20+64",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60', passive Perception 10",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Mesmerizing Spiral then 3 Pseudopods and Engulf."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +9 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage target is grappled (escape DC 16)."
                },
                {
                    "name": "Engulf",
                    "desc": "Engulfs one Huge or smaller creature grappled by it. Engulfed target is restrained and unable to breathe unless it can breathe water and it must make DC 16 Con save at start of each of the ooze's turns or take 21 (6d6) acid. If ooze moves engulfed target moves with it. Ooze can have 2 Huge or up to 8 Large or smaller creatures engulfed at a time. Engulfed creature or creature within 5 ft. of ooze can take its action to remove engulfed creature from ooze via DC 16 Str check putting engulfed creature in an unoccupied space of its choice within 5 ft. of ooze."
                },
                {
                    "name": "Mesmerizing Spiral",
                    "desc": "The fish inside it swim rapidly in a hypnotic spiral. Each creature within 20' of it that can see the fish: incapacitated 1 min (DC 16 Wis negates). While incapacitated its speed is reduced to 0. Incapacitated creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful or effect ends for it creature is immune to Mesmerizing Spiral of all shoal oozes for the next 24 hrs."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False",
                    "desc": "[+]Appearance[/+] Until it attacks indistinguishable from a large school of fish."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "Doesn't require sleep."
                },
                {
                    "name": "Symbiotically Bound",
                    "desc": "The ooze and fish's life force have become entwined. Share stats as if one creature and can't be separated."
                },
                {
                    "name": "Water Breathing",
                    "desc": "Can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ooze-shoal/"
        },
        {
            "slug": "ooze-sinoper",
            "desc": "",
            "name": "Ooze, Sinoper",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 7,
            "armor_desc": "",
            "hit_points": 170,
            "hit_dice": "20d8+80",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 21,
            "dexterity": 5,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 4,
            "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": "nonmagic B/P/S weapons",
            "damage_immunities": "acid, cold, fire, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60' (blind beyond), passive Perception 12",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Paint Splash attacks."
                },
                {
                    "name": "Paint Splash",
                    "desc": "Melee or Ranged Weapon Attack: +9 to hit 5 ft. or range 20/60' one creature. 18 (3d8+5) acid and target is coated in paint. Roll a die. Even result: target is coated in a warm color paint such as red orange or yellow. Odd result: target is coated in a cool color paint such as blue green or purple. A creature including target can use its action to remove the paint."
                },
                {
                    "name": "Foment Pigment (Recharge 4-6)",
                    "desc": "Activates latent magic in its paint burning/freezing paint off creatures affected by Paint Splash. Each creature coated in paint within 60' of it: 35 (10d6) cold (if coated in cool color) or fire (warm color) and poisoned 1 min (DC 16 Con half damage and isn't poisoned). Each affected creature no longer coated in paint."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from that work of art."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "The sinoper ooze doesn't require sleep."
                },
                {
                    "name": "Spider Climb",
                    "desc": "Difficult surfaces even ceilings no ability check."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ooze-sinoper/"
        },
        {
            "slug": "pelagic-blush-worm",
            "desc": "",
            "name": "Pelagic Blush Worm",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 188,
            "hit_dice": "13d20+42",
            "speed": {
                "walk": 0,
                "swim": 50
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold",
            "condition_immunities": "",
            "senses": "blindsight 120', passive Perception 15",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and one Tail Fin attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 19 (3d8+6) piercing damage. If target is a Large or smaller creature: swallowed by the worm (DC 16 Dex negates). A swallowed creature is blinded and restrained it has total cover vs. attacks and other effects outside the worm and it takes 14 (4d6) acid at the start of each of the worm's turns. If the worm takes 25+ damage on a single turn from a creature inside it worm must make DC 18 Con save at the end of that turn or regurgitate all swallowed creatures which fall prone in a space within 10 ft. of the worm. If worm dies a swallowed creature is no longer restrained by it and can escape the corpse by using 15 ft. of movement exiting prone."
                },
                {
                    "name": "Tail Fin",
                    "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 16 (3d6+6) slashing damage + 16 (3d6+6) bludgeoning damage."
                },
                {
                    "name": "Red Acid Spume (Recharge 5-6)",
                    "desc": "Exhales crimson stomach acid in 30' cone if worm is underwater or 50' line × 5 ft. wide if above water. Each creature in area: 31 (9d6) acid (DC 16 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation",
                    "desc": "Can't use its blindsight while deafened."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Water Breathing",
                    "desc": "Can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 313,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_pelagic-blush-worm/"
        },
        {
            "slug": "pyrrhic-podthrower",
            "desc": "",
            "name": "Pyrrhic Podthrower",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 127,
            "hit_dice": "17d6+68",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, lightning",
            "damage_immunities": "fire",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "tremorsense 90', passive Perception 10",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grass Blades or two Flaming Seedpods."
                },
                {
                    "name": "Grass Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Flaming Seedpod",
                    "desc": "Lobs a flaming seedpod at a point it can see within 60' of it. Seedpod explodes on impact and is destroyed. Each creature within 10 ft. of that point: 12 (5d4) fire (DC 15 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Unstable Bulb",
                    "desc": "When podthrower is grappled and removed from the ground while above 0 hp its bulb bursts. Each creature within 10 ft.: 12 (5d4) fire (DC 15 Dex half)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from clump of crabgrass."
                },
                {
                    "name": "Flaming Seedpod Regrowth",
                    "desc": "Has four Flaming Seedpods. Used Flaming Seedpods may regrow each turn. If podthrower starts its turn with less than four Flaming Seedpods roll a d6. On a roll of 5 or 6 it regrows 1d4 Flaming Seedpods to a max of 4."
                },
                {
                    "name": "Regeneration",
                    "desc": "Regains 10 hp at the start of its turn. If it takes necrotic or if it is grappled and removed from the ground this trait doesn't function at start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "environments": [],
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            "v2_converted_path": "/v2/creatures/tob3_pyrrhic-podthrower/"
        },
        {
            "slug": "rockwood",
            "desc": "",
            "name": "Rockwood",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60', tremorsense 60', passive Perception 12",
            "languages": "Sylvan, Terran",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Whomping Slam or Rock attacks. If both Slams hit 1 target each creature within 5 ft. of target: 9 (2d8) bludgeoning damage and knocked prone (DC 15 Dex negates damage and prone)."
                },
                {
                    "name": "Whomping Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (3d8+5) bludgeoning damage and if the target is a Large or smaller creature it must make DC 15 Str save or be knocked prone."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit 60/180' one target 16 (2d10+5) bludgeoning damage."
                },
                {
                    "name": "Fossil Barrage (Recharge 6)",
                    "desc": "Stone shards in 30' cone. Each creature in area: 28 (8d6) piercing damage (DC 15 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Persistence of Stone (Recharge: Short/Long Rest)",
                    "desc": "When reduced to below half its hp max Fossil Barrage recharges."
                },
                {
                    "name": "Roiling Roots",
                    "desc": "Its stony roots make the ground within 15 ft. of it difficult terrain for creatures other than the rockwood."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Towering Reach",
                    "desc": "Doesn't have disadvantage on ranged attack rolls from being within 5 ft. of a hostile creature though it may still have disadvantage from other sources."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_rockwood/"
        },
        {
            "slug": "splinter-matron",
            "desc": "",
            "name": "Splinter Matron",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 11,
            "wisdom": 9,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": -1,
            "skills": {
                "perception": -1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claw or Splinter attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 14 (3d6+4) slashing damage + 7 (2d6) poison. If the target is a creature other than an Undead or Construct: 4 (1d8) piercing damage at the start of each of its turns as splinters break off from the claws and dig into the wound (DC 15 Con negates piercing). Any creature can take an action to remove the splinters with successful DC 14 Wis (Medicine) check. The splinters fall out of the wound if target receives magical healing."
                },
                {
                    "name": "Splinter",
                    "desc": "Ranged Weapon Attack: +7 to hit 30/120' one target 22 (4d8+4) piercing damage."
                },
                {
                    "name": "Splinter Spray (Recharge 6)",
                    "desc": "Blasts a spray of splinters in a 15 ft. cone. Each creature in the area: 45 (10d8) piercing damage and is blinded for 1 min (DC 15 Dex half damage and isn't blinded). A blinded creature can make a DC 15 Con save at end of each of its turns ending effect on itself on a success"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Protective Frenzy",
                    "desc": "For 1 min after a splinter matron's tree takes damage she has advantage on attack rolls vs. any creature that damaged her tree and when she hits such a creature with her Claw the Claw deals an extra 1d8 slashing."
                }
            ],
            "spell_list": [],
            "page_no": 352,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_splinter-matron/"
        },
        {
            "slug": "stone-eater-slime",
            "desc": "",
            "name": "Stone-Eater Slime",
            "size": "Small",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d6+48",
            "speed": {
                "walk": 20,
                "climb": 10
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 3,
            "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": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, petrified, prone",
            "senses": "blindsight 60' (blind beyond), passive Perception 8",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 3 (1d6) acid. Target petrified 1 min (DC 14 Con). Petrified creature can re-save at end of each of its turns success ends effect on itself."
                },
                {
                    "name": "Dissolve Stone",
                    "desc": "Touches petrified creature or nonmagical object or structure made of crystal or stone within 5 ft. of it ingesting some. If object isn't being worn or carried touch destroys a 6-inch cube of it and slime regains 10 (3d6) hp. If object is being worn or carried by a creature creature can make DC 14 Dex save to avoid slime's touch. If target is a petrified creature: 21 (6d6) acid (DC 14 Con half). Being petrified doesn't give creature resistance to this damage. Slime regains hp equal to half the damage taken. If object touched is stone armor or stone shield worn or carried it takes a permanent and cumulative -1 penalty to AC it offers. Armor reduced to AC 10 or shield that drops to +0 bonus is destroyed. If object touched is a held stone weapon it takes a permanent and cumulative -1 penalty to damage rolls. If penalty drops to -5 it is destroyed"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "Doesn't require sleep."
                },
                {
                    "name": "Spider Climb",
                    "desc": "Difficult surfaces even ceilings no ability check."
                }
            ],
            "spell_list": [],
            "page_no": 357,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_stone-eater-slime/"
        },
        {
            "slug": "vorthropod",
            "desc": "",
            "name": "Vorthropod",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 30,
                "swim": 30,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "slashing, piercing",
            "damage_immunities": "fire, poison ",
            "condition_immunities": "poisoned",
            "senses": "blindsight 10', darkvision 60', passive Perception 11",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) bludgeoning damage + 7 (2d6) fire. "
                },
                {
                    "name": "Molten Tail Slap (Recharge 4-6)",
                    "desc": "Unfurls its tail and slaps it down showering area with searing sparks and superheated rock. Each creature within 15 ft. of it: 28 (8d6) fire (DC 14 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lava Bound",
                    "desc": "Can exist outside of lava or magma for up to 4 hrs each day. If it starts its turn outside of lava and didn't take fire since end of its previous turn its shell begins to cool and harden. While its shell is hardened has walking speed of 20' AC 18 and vulnerability to bludgeoning. If it starts its turn in lava or if it took fire damage since end of its previous turn its shell becomes molten again. If vorthropod remains outside of lava for more than 4 hrs its shell becomes petrified transforming into basalt and vorthropod within goes into hibernation. Its body returns to normal if it is submerged in lava or magma for 1 round. It can stay petrified in hibernation for up to 1d100+10 years after which it dies."
                },
                {
                    "name": "Lava Camouflage",
                    "desc": "Has advantage on Dex (Stealth) checks made to hide in lava and volcanic terrain."
                },
                {
                    "name": "Molten Shell",
                    "desc": "If Its shell isn't hardened creature that touches it or hits it with melee attack while within 5 ft. of it takes 7 (2d6) fire."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_vorthropod/"
        },
        {
            "slug": "alehouse-drake",
            "desc": "_This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws._  \n**Scaled Barflies.** Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons’ emotions, driving crowds to ecstatic cheers or bloody bar fights.  \nAlehouse drakes make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab.  \n**Relentless Gossips.** Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and often trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but usually only to secure a comfortable spot in their chosen tavern.  \n**Family Heirlooms.** Alehouse drakes are one to two feet long on average and weigh about eighteen lb. with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years—some are quite beloved by innkeeping families, and treated bit like family heirlooms.",
            "name": "Alehouse Drake",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 65,
            "hit_dice": "10d4+40",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 19,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "insight": 3,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds."
                },
                {
                    "name": "Discombobulating Touch",
                    "desc": "An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: friends, vicious mockery\n\n5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter\n\n3/day each: confusion, invisibility"
                },
                {
                    "name": "Forgetful Spellcasting",
                    "desc": "When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting."
                }
            ],
            "spell_list": [],
            "page_no": 148,
            "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_alehouse-drake/"
        },
        {
            "slug": "algorith",
            "desc": "_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._  \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods.  \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch.  \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.  \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.  \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.",
            "name": "Algorith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 7,
            "skills": {
                "athletics": 9,
                "insight": 7,
                "investigation": 5,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Draconic, Infernal",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The algorith makes two logic razor attacks."
                },
                {
                    "name": "Logic Razor",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Cone of Negation (Recharge 5-6)",
                    "desc": "An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target."
                },
                {
                    "name": "Reality Bomb (5/Day)",
                    "desc": "The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The algorith is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force"
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "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_algorith/"
        },
        {
            "slug": "apau-perape",
            "desc": "_Apau Perape Sharp teeth fill this large, demonic ape’s mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws._  \n_**Servants of Fire.**_ These black-furred gorilla demons serve only their demon lord. Their final loyalty is unshakable, though sometimes they serve others for a time— and they have no fear of fire, gleefully setting fire to villages and crops if their master is snubbed or insulted.  \n_**Fearless Attackers.**_ The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and do not leave any dead behind, consuming even their bones.  \n_**Eyes of Fire.**_ When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape.",
            "name": "Apau Perape",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 21,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "intimidation": 5,
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Ape, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The apau perape makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Variant: Demon Summoning",
                    "desc": "some apau perapes have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning\n\nthe apau perape has a 50 percent chance of summoning one apau perape or one giant ape."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Diseased Ichor",
                    "desc": "Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:\n\n1/day each: fear, wall of fire"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The apau perape has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 75,
            "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_apau-perape/"
        },
        {
            "slug": "chronalmental",
            "desc": "_A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence._  \n**Fluid as Time.** Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock.  \nThe first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars.  \n**Stewards of Calamity.** Locations of historical significance— both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages.  \n**Environmental Chaos.** Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a chronalmental’s presence, and things return to normal when they depart.  \n**Elemental Nature.** A chronalmental does not require air, food, drink, or sleep.",
            "name": "Chronalmental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Celestial, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chronalmental makes 1d4 + 1 slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Steal Time (1/Day)",
                    "desc": "The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."
                },
                {
                    "name": "Displace (Recharge 5-6)",
                    "desc": "The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Step Between Seconds (Recharge 4-6)",
                    "desc": "When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Temporal Body",
                    "desc": "When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points."
                }
            ],
            "spell_list": [],
            "page_no": 57,
            "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_chronalmental/"
        },
        {
            "slug": "dragonleaf-tree",
            "desc": "_The dragon-headed leaves of these oak trees sometimes rustle despite the lack of wind, betraying a hint of their draconic power._  \n**Gifts among Dragons.** These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords.  \n**Silent Guardians.** Dragonleaf trees use fairly simple tactics to deter potential intruders. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough targets enter the grove, the trees fire razor sharp leaves at or breathe on their targets, adjusting their position to make better use of their weapons.  \n**Long Memories.** Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 lb, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree’s master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon’s whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness.",
            "name": "Dragonleaf Tree",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 5
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 17,
            "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": "A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 120 ft., passive Perception 11",
            "languages": "can understand the language of its creator or designated master",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "10d10"
                },
                {
                    "name": "Leaves",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "10d8"
                },
                {
                    "name": "Breath Weapon (Recharge 6)",
                    "desc": "Dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Loyal to Dragon Master",
                    "desc": "A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters."
                },
                {
                    "name": "Weaknesses",
                    "desc": "Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire."
                }
            ],
            "spell_list": [],
            "page_no": 147,
            "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_dragonleaf-tree/"
        },
        {
            "slug": "einherjar",
            "desc": "_Stout bearded warriors with golden auras, the einherjar wear chain mail and carry two-handed battle axes and oaken shields— their badges and symbols are all different, and it is said no two braid their beards quite alike._  \nAs the spirits of warriors chosen by the valkyries and brought to Valhalla to fight for the gods against the giants, the einherjar are great warriors who eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the Jotun giants and thursir giants, to try their strength. Regardless of how often they are slain, the einherjar reappear each morning in Odin’s hall, so they have no fear of death, and their courage shames others into greater bravery.  \n**Defenders of the Mortal World.** From time to time, the ravenfolk guide a troop of the einherjar against some of Loki’s minions or the servants of Boreas. These raids are often small battles, but the einherjar know they are only delaying the inevitable rise of the world serpent and its many evil spawn. This drives them to greater efforts against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They drink, they carouse, they slap and tickle and brag and boast and fart with the loudest and most boastful of Asgardians. Unlike most extraplanar creatures, they are very human, if somewhat larger than life.  \n**Fear Dragons.** The einherjar have a notable soft spot for the ratatosk and the ravenfolk, but they are superstitiously fearful of dragons of all kinds. They sometimes hunt or ride or carouse with the fey lords and ladies.  \n**Never Speak to the Living.** In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, a ratatosk, one of the ravenfolk, or other races allied with Asgard. In practice, this rule is often flouted, though if Loki’s servants notice it, they can dismiss any einherjar back to Valhalla for a day.",
            "name": "Einherjar",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "chain mail and shield",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "intimidation": 6,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing weapons that are nonmagical",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., truesight 60 ft., passive Perception 15",
            "languages": "Celestial, Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe."
                },
                {
                    "name": "Asgardian Battleaxe",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Asgardian Battleaxes",
                    "desc": "Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand."
                },
                {
                    "name": "Battle Loving",
                    "desc": "Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them."
                },
                {
                    "name": "Battle Frenzy",
                    "desc": "Once reduced to 30 hp or less, einherjar make all attacks with advantage."
                },
                {
                    "name": "Fearsome Gaze",
                    "desc": "The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:"
                },
                {
                    "name": "At will",
                    "desc": "bless, spare the dying"
                },
                {
                    "name": "1/day each",
                    "desc": "death ward, spirit guardians"
                }
            ],
            "spell_list": [],
            "page_no": 167,
            "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_einherjar/"
        },
        {
            "slug": "gbahali-postosuchus",
            "desc": "_A large reptile with a dagger-like teeth and a scaly hide of shifting colors, the gbahali often strikes from close range._  \n_**Chameleon Crocodiles.**_ While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed chameleon powers. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties.  \n_**Strong Hunters.**_ Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to grapple or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for plains hunters.  \n_**Sentries and Stragglers.**_ In combat, a gbahali relies on its chameleon power to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down.",
            "name": "Gbahali (Postosuchus)",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 50
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gbahali makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.",
                    "attack_bonus": 8,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chameleon Hide",
                    "desc": "The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_gbahali-postosuchus/"
        },
        {
            "slug": "horakh",
            "desc": "_Resembling a cave cricket the size of a dog, this beast wraps its victim in spiny legs and claws when it attacks. A horakh’s black, chitinous thorax is topped by a translucent digestive sac—often containing half-digested eyeballs of varying sizes, colors, and species._  \n**Leaping Claws.** Insectoid killing machines with a penchant for consuming their victim’s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles that can shoot forward like pistons, shearing meat from bone.  \n**Leaping Screech.** When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.  \n**Herd the Blinded.** After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 8,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Implant Egg",
                    "desc": "If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Stealth",
                    "desc": "A horakh can hide as a bonus action if it's in dim light or darkness."
                },
                {
                    "name": "Standing Leap",
                    "desc": "As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "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_horakh/"
        },
        {
            "slug": "kishi-demon",
            "desc": "",
            "name": "Kishi Demon",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor, shield",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 11,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 9,
                "perception": 3,
                "performance": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The demon makes one bite attack and three spear attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Two Heads",
                    "desc": "The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion\n\n3/day: glibness\n\n1/day: dominate person"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The demon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Trophy Shield",
                    "desc": "If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon."
                },
                {
                    "name": "Variant: Demon Summoning",
                    "desc": "some kishi demons have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon"
                }
            ],
            "spell_list": [],
            "page_no": 77,
            "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_kishi-demon/"
        },
        {
            "slug": "loxoda",
            "desc": "_Often called elephant centaurs by humans and gnolls, loxodas are massive creatures that combine the torso of an ogre and the body of an elephant. Hating and fearing all strangers, they live in open plains and scrubland._  \n**Nomadic Families.** Loxodas live in small herds of 2-3 extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious eaters, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. They devour both meat and vegetation.  \n**Often Underestimated.** Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements.  \n**Vestigial Tusks.** All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jewelled bracelets stolen from humanoids onto their tusks as trophies—a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life. They stand 18 feet tall and weigh nearly 20,000 pounds.",
            "name": "Loxoda",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d12+56",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 12,
            "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": {
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Loxodan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack."
                },
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Javelin",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone."
                }
            ],
            "spell_list": [],
            "page_no": 280,
            "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_loxoda/"
        },
        {
            "slug": "malakbel",
            "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._  \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human.  \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.  \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.",
            "name": "Malakbel",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, radiant, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "truesight 30 ft., passive Perception 17",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malakbel makes two scorching blast attacks."
                },
                {
                    "name": "Scorching Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Searing Flare (Recharge 5-6)",
                    "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion."
                },
                {
                    "name": "Teleport",
                    "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blistering Radiance",
                    "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap."
                },
                {
                    "name": "Distortion",
                    "desc": "Ranged attacks against the malakbel have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The malakbel has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "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_malakbel/"
        },
        {
            "slug": "mamura",
            "desc": "_This tiny monstrosity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has three clawed arms arranged radially about its body. Its slimy green bat‑like wings seem too small to work, yet it flies very well._  \n**Twisted Field Sprites.** Mamuras are the twisted faeries of magical wastelands and barren plains. They were once goodaligned, pixie-like fey called “polevoi,” or “field sprites,” but at some point they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things.  \n**Cross-Dimensional.** The mamura is one degree out of phase with the usual five dimensions. As a result, it always appears blurry and indistinct even in bright light, and it seems translucent in dim light.  \nMamuras babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to creatures of the Realms Beyond. Because of this, their babble may be prophetic, but only few can decipher it.  \n**Prophetic Followers.** They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.",
            "name": "Mamura",
            "size": "Small",
            "type": "Aberration",
            "subtype": "fey",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d6+52",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Goblin, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mamura makes three claw attacks and one whiptail sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Whiptail Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "All-Around Vision",
                    "desc": "Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mamura has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Friend to Darkness",
                    "desc": "In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness."
                },
                {
                    "name": "Distraction",
                    "desc": "Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura."
                },
                {
                    "name": "Flyby",
                    "desc": "The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "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_mamura/"
        },
        {
            "slug": "possessed-pillar",
            "desc": "_This ancient animal-headed pillar is engraved with weathered symbols from ancient empires._  \n**Animal Headed.** Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist.  \n**Hijacked by Cults.** Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings.  \n**Weapon Donations.** Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.  \n**Constructed Nature.** A possessed pillar doesn’t require air, food, drink, or sleep.",
            "name": "Possessed Pillar",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "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": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pillar makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The pillar is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pillar has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pillar's weapon attacks are magical."
                },
                {
                    "name": "Steal Weapons",
                    "desc": "The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the pillar remains motionless, it is indistinguishable from a statue or a carved column."
                }
            ],
            "spell_list": [],
            "page_no": 314,
            "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_possessed-pillar/"
        },
        {
            "slug": "qwyllion",
            "desc": "_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._  \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves.  \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them.  \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.",
            "name": "Qwyllion",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 11,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Goblin, Infernal, Sylvan, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The qwyllion uses its deadly gaze if it can, and makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Deadly Gaze (recharge 5-6)",
                    "desc": "The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Disruptive",
                    "desc": "Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion."
                },
                {
                    "name": "Nauseating Aura",
                    "desc": "The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "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_qwyllion/"
        },
        {
            "slug": "rust-drake",
            "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.",
            "name": "Rust Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30,
                "burrow": 5,
                "fly": 100
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 8,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "acid",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack and one tail swipe attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Tail Swipe",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomits Scrap (Recharge 5-6)",
                    "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."
                },
                {
                    "name": "Rust Drake Lockjaw",
                    "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 155,
            "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_rust-drake/"
        },
        {
            "slug": "skitterhaunt",
            "desc": "_This large vermin moves erratically, leaking noxious fluid from its cracked exoskeleton._  \n**Ooze Vermin.** This parasitic ooze lives in the shells of monstrous vermin, such as scorpions and spiders, that it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature.  \n**Wide Range of Prey.** A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, tosculi, and sometimes even zombies or reptiles.  \n**Hosts Required.** Skitterhaunts can’t survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.",
            "name": "Skitterhaunt",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 7,
            "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": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skitterhaunt makes two claw attacks and one sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Acid Spray (Recharge 6)",
                    "desc": "The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Broken Shell",
                    "desc": "A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage."
                },
                {
                    "name": "Infest Vermin",
                    "desc": "If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze."
                }
            ],
            "spell_list": [],
            "page_no": 352,
            "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_skitterhaunt/"
        },
        {
            "slug": "vesiculosa",
            "desc": "_This glittering pool stands among lush and verdant fruiting plants._  \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must.  \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.",
            "name": "Vesiculosa",
            "size": "Gargantuan",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 203,
            "hit_dice": "14d20+56",
            "speed": {
                "walk": 0,
                "burrow": 5
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 2,
            "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": "fire, bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "charmed, blinded, deafened, frightened, prone",
            "senses": "tremorsense 60 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed."
                },
                {
                    "name": "Entrap",
                    "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target."
                },
                {
                    "name": "Reel",
                    "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body."
                },
                {
                    "name": "Engulf",
                    "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water."
                },
                {
                    "name": "Rich Sapphire Heartvine",
                    "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging."
                },
                {
                    "name": "Rootlet Swarms",
                    "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours."
                },
                {
                    "name": "Sweet Water",
                    "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake."
                },
                {
                    "name": "Verdant",
                    "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed."
                }
            ],
            "spell_list": [],
            "page_no": 399,
            "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_vesiculosa/"
        },
        {
            "slug": "wolf-reaver-dwarf",
            "desc": "",
            "name": "Wolf Reaver Dwarf",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dwarf",
            "group": null,
            "alignment": "any chaotic",
            "armor_class": 16,
            "armor_desc": "chain shirt, shield",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 35
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Dwarvish",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wolf reaver dwarf makes two melee or ranged attacks."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Danger Sense",
                    "desc": "The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."
                },
                {
                    "name": "Dwarven Resistance",
                    "desc": "The wolf reaver dwarf has advantage on saving throws against poison."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 426,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wolf-reaver-dwarf/"
        },
        {
            "slug": "young-flame-dragon",
            "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 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.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.",
            "name": "Young Flame Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "deception": 8,
                "insight": 5,
                "perception": 9,
                "persuasion": 8,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 19",
            "languages": "Common, Draconic, Ignan, Giant, Infernal, Orc",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) 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": "Fire Incarnate",
                    "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity."
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "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-flame-dragon/"
        },
        {
            "slug": "young-sea-dragon",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Young Sea Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 9,
            "skills": {
                "perception": 9,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 30 ft. darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The dragon deals double damage to objects and structures"
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "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-sea-dragon/"
        },
        {
            "slug": "young-spinosaurus",
            "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.",
            "name": "Young Spinosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 50,
                "swim": 30
            },
            "strength": 23,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tamed",
                    "desc": "The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-spinosaurus/"
        },
        {
            "slug": "zimwi",
            "desc": "_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one claws attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 415,
            "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_zimwi/"
        },
        {
            "slug": "zmey",
            "desc": "_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._  \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector.  \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.  \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.  \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.  \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.",
            "name": "Zmey",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d12+72",
            "speed": {
                "walk": 30,
                "fly": 50,
                "swim": 30
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "blindsight 60 ft., darkvision 90 ft., passive Perception 18",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zmey makes one bite attack per head and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The zmey can take 1 legendary action per head, 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 zmey regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Bite",
                    "desc": "The zmey makes a bite attack."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The zmey makes a tail attack."
                },
                {
                    "name": "Trample",
                    "desc": "The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The zmey can breathe air and water."
                },
                {
                    "name": "Lake Leap",
                    "desc": "A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving."
                },
                {
                    "name": "Legendary Resistance (1/Day)",
                    "desc": "If the zmey fails a saving throw, it can count it as a success instead."
                },
                {
                    "name": "Multiheaded",
                    "desc": "The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies."
                },
                {
                    "name": "Regeneration",
                    "desc": "The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head."
                },
                {
                    "name": "Spawn Headling",
                    "desc": "The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation."
                }
            ],
            "spell_list": [],
            "page_no": 416,
            "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_zmey/"
        },
        {
            "slug": "barbed-devil",
            "desc": "",
            "name": "Barbed Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "deception": 5,
                "insight": 5,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Barbed Hide",
                    "desc": "At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.",
                    "attack_bonus": 0,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 274,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_barbed-devil/"
        },
        {
            "slug": "behir",
            "desc": "",
            "name": "Behir",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 50,
                "climb": 40
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The behir makes two attacks: one with its bite and one to constrict."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d10",
                    "damage_bonus": 6
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+2d10",
                    "damage_bonus": 6
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "12d10"
                },
                {
                    "name": "Swallow",
                    "desc": "The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.\nIf the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.",
                    "attack_bonus": 0,
                    "damage_dice": "6d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 265,
            "environments": [
                "Underdark",
                "Ruin",
                "Plane Of Earth",
                "Caverns"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/behir.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_behir/"
        },
        {
            "slug": "bone-devil",
            "desc": "",
            "name": "Bone Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "deception": 7,
                "insight": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three attacks: two with its claws and one with its sting."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_bone-devil/"
        },
        {
            "slug": "chain-devil",
            "desc": "",
            "name": "Chain Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d8+40",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 8",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two attacks with its chains."
                },
                {
                    "name": "Chain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Animate Chains (Recharges after a Short or Long Rest)",
                    "desc": "Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.\nEach animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Unnerving Mask",
                    "desc": "When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_chain-devil/"
        },
        {
            "slug": "clay-golem",
            "desc": "",
            "name": "Clay Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 8,
            "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": "acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Haste (Recharge 5-6)",
                    "desc": "Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Acid Absorption",
                    "desc": "Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."
                },
                {
                    "name": "Berserk",
                    "desc": "Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."
                },
                {
                    "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": 315,
            "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_clay-golem/"
        },
        {
            "slug": "deva",
            "desc": "",
            "name": "Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deva makes two melee attacks."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Change Shape",
                    "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The deva has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/commune/?format=api",
                "https://api-beta.open5e.com/v2/spells/raise-dead/?format=api"
            ],
            "page_no": 261,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "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_deva/"
        },
        {
            "slug": "drider",
            "desc": "",
            "name": "Drider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Elvish, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4",
                    "damage_bonus": 2
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fey Ancestry",
                    "desc": "The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire"
                },
                {
                    "name": "Spider Climb",
                    "desc": "The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Web Walker",
                    "desc": "The drider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/dancing-lights/?format=api",
                "https://api-beta.open5e.com/v2/spells/darkness/?format=api",
                "https://api-beta.open5e.com/v2/spells/faerie-fire/?format=api"
            ],
            "page_no": 304,
            "environments": [
                "Underdark",
                "Ruin",
                "Feywild"
            ],
            "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_drider/"
        },
        {
            "slug": "erinyes",
            "desc": "",
            "name": "Erinyes",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 153,
            "hit_dice": "18d8+72",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erinyes makes three attacks"
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+3d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+3d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Variant: Rope of Entanglement",
                    "desc": "Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hellish Weapons",
                    "desc": "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The erinyes has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 276,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_erinyes/"
        },
        {
            "slug": "flesh-golem",
            "desc": "",
            "name": "Flesh Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "neutral",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 6,
            "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": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Berserk",
                    "desc": "Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
                },
                {
                    "name": "Aversion of Fire",
                    "desc": "If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."
                },
                {
                    "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": 316,
            "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_flesh-golem/"
        }
    ]
}