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

GET /v1/monsters/?format=api&ordering=-constitution_save&page=9
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_save&page=10",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-constitution_save&page=8",
    "results": [
        {
            "slug": "lorelei",
            "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._  \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown.  \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey.  \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.",
            "name": "Lorelei",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "18 mage armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "performance": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Charm",
                    "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect."
                },
                {
                    "name": "Stunning Glance",
                    "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alluring Presence",
                    "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                },
                {
                    "name": "Unearthly Grace",
                    "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier."
                },
                {
                    "name": "Water Spirit",
                    "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "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_lorelei/"
        },
        {
            "slug": "lunar-devil",
            "desc": "_A hulking figure floats in the air, a winged horror painted in mist and moonlight._  \n**Corruptors of the Moon.** Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.  \n**Vain and Boastful.** Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.  \n**Flying in Darkness.** In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time.",
            "name": "Lunar Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d10+45",
            "speed": {
                "walk": 40,
                "fly": 60,
                "hover": true,
                "lightwalking": 80
            },
            "strength": 21,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "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 15",
            "languages": "Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hurl Moonlight",
                    "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.",
                    "attack_bonus": 7,
                    "damage_dice": "3d12"
                }
            ],
            "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": "Innate Spellcasting",
                    "desc": "the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: fly, major image, planar binding\n\n3/day: greater invisibility\n\n1/day: wall of ice"
                },
                {
                    "name": "Light Incorporeality",
                    "desc": "The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead."
                },
                {
                    "name": "Lightwalking",
                    "desc": "Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil."
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "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_lunar-devil/"
        },
        {
            "slug": "mavka",
            "desc": "_These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments._  \n**Charred Dryads.** With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, mavkas seem scorched and even frail. Pupil-less red eyes gleam in their eye sockets with a hellish green flame.  \n**Death Riders.** All mavkas ride Open Game License",
            "name": "Mavka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d8+80",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "athletics": 9,
                "nature": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, lightning",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 15",
            "languages": "Common, Infernal, Sylvan",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mavka makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nconstant: protection from evil and good\n\nat will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt\n\n3/day each: darkness, hold person, inflict wounds, invisibility, silence\n\n1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch"
                },
                {
                    "name": "Nightmare Mount",
                    "desc": "A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time."
                },
                {
                    "name": "Sunlight Hypersensitivity",
                    "desc": "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 286,
            "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_mavka/"
        },
        {
            "slug": "mi-go",
            "desc": "_Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there._  \nThe mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades.  \n**Alien Technology.** Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species.  \n**World Colonizers.** The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will.  \n**Brain Cylinders.** One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).  \nMi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d8+40",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "arcana": 10,
                "deception": 7,
                "medicine": 5,
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 240 ft., passive Perception 15",
            "languages": "Common, Mi-go, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spore Release",
                    "desc": "When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Astral Travelers",
                    "desc": "Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Disquieting Technology",
                    "desc": "The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item."
                }
            ],
            "spell_list": [],
            "page_no": 287,
            "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_mi-go/"
        },
        {
            "slug": "psoglav-demon",
            "desc": "",
            "name": "Psoglav Demon",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 21,
            "dexterity": 23,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "intimidation": 7,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Infernal; telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psoglav demon makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Shadow Stealing Ray (Recharge 5-6)",
                    "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility"
                },
                {
                    "name": "Magic Weapon",
                    "desc": "The psoglav's weapon attacks are magical."
                },
                {
                    "name": "Shadow Door (4/Day)",
                    "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "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_psoglav-demon/"
        },
        {
            "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": "tophet",
            "desc": "_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.",
            "name": "Tophet",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 10,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 200 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A tophet makes two attacks, no more than one of which can be a gout of flame."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."
                },
                {
                    "name": "Gout of Flame",
                    "desc": "The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Heart",
                    "desc": "A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."
                },
                {
                    "name": "Burning Belly",
                    "desc": "Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tophet/"
        },
        {
            "slug": "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": "erinyes_bf",
            "desc": "",
            "name": "Erinyes",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 147,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 24,
            "constitution": 26,
            "intelligence": 14,
            "wisdom": 22,
            "charisma": 26,
            "strength_save": 4,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": 2,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,frightened,Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erinyes makes three Longsword or Longbow 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 18 (4d8) poison damage."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "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": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Disciplined Fighter",
                    "desc": "At the start of each of its turns, the erinyes chooses one of the following fighting styles to adopt, which lasts until the start of the erinyes's next turn.\n- **Aggressive.** The erinyes has advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has advantage.\n- **Retributive.** The next time the erinyes is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).\n- **Defensive.** The next time erinyes uses the Parry reaction, it takes only half the damage if the attack hits and regains 18 (4d8) HP if the attack doesn't hit."
                },
                {
                    "name": "Poisonous Weapons",
                    "desc": "The erinyes's weapon attacks are magical. When the erinyes hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The erinyes has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_erinyes/"
        },
        {
            "slug": "frost_giant_bf",
            "desc": "",
            "name": "Frost Giant",
            "size": "huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 166,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 26,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": 6,
            "dexterity_save": 2,
            "constitution_save": 8,
            "intelligence_save": -1,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "Giant Attributes",
            "damage_resistances": "blinded,Giant Attributes",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two Icy Greataxe or Ice Boulder attacks."
                },
                {
                    "name": "Icy Greataxe",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 25 (3d12+6) slashing damage plus 4 (1d8) cold damage."
                },
                {
                    "name": "Ice Boulder",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 60/240 ft., one target. _Hit:_ 18 (3d10+2) bludgeoning damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Avalanche (Recharge 5-6)",
                    "desc": "The frost giant sends out a wave of snow in a 30-foot cone. Each creature in that area must make a DC 16 DEX save. On a failure, a creature takes 14 (4d6) bludgeoning damage and 18 (4d8) cold damage and is buried. On a success, a creature takes half the damage and isn't buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 STR check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wintry Blast",
                    "desc": "A blast of wintry air extends in a 30-foot line that is 5 feet wide from the frost giant's outstretched hand. Each creature in the line must succeed on a DC 16 CON save or its speed is halved until the end of its next turn. A creature that fails the save by 5 or more is petrified in ice for 1 hour or until a creature spends 1 minute warming the petrified creature."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Giant Attributes",
                    "desc": "The frost giant is resistant to the stunned condition, and it is vulnerable to the prone condition."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The frost giant can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Snowsight",
                    "desc": "The frost giant can see through areas obscured by snowfall, sleet, and other wintry precipitation without penalty."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_frost-giant/"
        },
        {
            "slug": "hezrou_bf",
            "desc": "",
            "name": "Hezrou",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 24,
            "dexterity": 16,
            "constitution": 26,
            "intelligence": 4,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": 7,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": -3,
            "wisdom_save": 4,
            "charisma_save": 1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Abyssal,telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hezrou makes one Sticky Tongue attack, one Bite attack, and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."
                },
                {
                    "name": "Sticky Tongue",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 20 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 16 STR save or be pulled up to 15 feet toward the hezrou."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Quick Leap",
                    "desc": "The hezrou jumps horizontally up to 20 feet to an unoccupied space it can see without provoking opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hezrou can breathe air and water."
                },
                {
                    "name": "Demonic Resilience",
                    "desc": "The hezrou is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hezrou has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Frogs and Toads",
                    "desc": "The hezrou can communicate with frogs and toads as if they shared a language."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The hezrou's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."
                },
                {
                    "name": "Stench",
                    "desc": "A creature that starts its turn within 10 feet of the hezrou must succeed on a DC 16 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the hezrou's Stench for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_hezrou/"
        },
        {
            "slug": "mummy_lord_bf",
            "desc": "",
            "name": "Mummy Lord",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": "Mummies",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 270,
            "hit_dice": "",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 20,
            "wisdom": 28,
            "charisma": 26,
            "strength_save": 4,
            "dexterity_save": 0,
            "constitution_save": 8,
            "intelligence_save": 5,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 19,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "the languages it knew in life",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Blessed Khopesh",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice)."
                },
                {
                    "name": "Rotting Fist",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar)."
                },
                {
                    "name": "Divine Bolt",
                    "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice)."
                },
                {
                    "name": "Undead Servitors",
                    "desc": "The mummy lord magically calls 2d6 **skeletons** or **zombies**, 1d4 **specters**, or 2 **mummies**. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _command_, _guidance_, _thaumaturgy_<br>3/day each: _dispel magic_, _hold_, _silence_<br>1/day each: _contagion_, _insect plague_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bolster Undead",
                    "desc": "The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn."
                },
                {
                    "name": "Dreadful Glare",
                    "desc": "The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration."
                }
            ],
            "reactions": [],
            "legendary_desc": "The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect Life",
                    "desc": "The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Sandy Teleport",
                    "desc": "The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it."
                },
                {
                    "name": "Call Servitors (Costs 2 Actions)",
                    "desc": "The mummy lord uses Undead Servitors."
                },
                {
                    "name": "Unleash Divine Energy (Costs 2 Actions)",
                    "desc": "The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the mummy lord fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mummy lord has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The mummy lord doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_mummy-lord/"
        },
        {
            "slug": "solar_bf",
            "desc": "",
            "name": "Solar",
            "size": "large",
            "type": "Celestial",
            "subtype": "Angel",
            "group": "Angels",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 306,
            "hit_dice": "",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 26,
            "dexterity": 22,
            "constitution": 26,
            "intelligence": 38,
            "wisdom": 38,
            "charisma": 44,
            "strength_save": 8,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 24,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Angelic Resilience",
            "damage_immunities": "necrotic,poison,poisoned,Angelic Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "all,telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar makes three Greatsword or Holy Fire Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit one creature, the target must succeed on a DC 22 CON save or be blinded until the end of its next turn."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage."
                },
                {
                    "name": "Holy Fire Bolt",
                    "desc": "_Ranged Spell Attack:_ +14 to hit, range 60 ft., one target. _Hit:_ 34 (6d8+7) radiant damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The solar touches another creature. The target magically regains 40 (8d8+4) HP and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The solar casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 22).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _greater restoration_, _resurrection_ (as an action)<br>1/day: _holy aura_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Celestial Tactics",
                    "desc": "The solar uses one of the following tactics:\n- **Empower Strikes.** The solar sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has advantage on the next weapon attack roll it makes before the start of the solar's next turn. If that attack hits, the weapon deals an extra 7 (2d6) radiant damage.\n- **Inspire Resolve.** One friendly creature the solar can see within 30 feet of it gains 14 (4d6) temporary HP and becomes immune to the charmed and frightened conditions until the start of the solar's next turn, ending any effect currently causing the target to be charmed or frightened.\n- **Manipulate Battlefield.** The solar commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the solar's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": "The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Searing Burst (Costs 2 Actions)",
                    "desc": "The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Intimidating Glare (Costs 3 Actions)",
                    "desc": "The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Resilience",
                    "desc": "The solar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."
                },
                {
                    "name": "Angelic Senses",
                    "desc": "The solar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."
                },
                {
                    "name": "Angelic Weapons",
                    "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The solar knows if it hears a lie."
                },
                {
                    "name": "Divine Protection",
                    "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the solar."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "The solar doesn't require food, drink, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the solar fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The solar has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_solar/"
        },
        {
            "slug": "stone_giant_bf",
            "desc": "",
            "name": "Stone Giant",
            "size": "huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 156,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 0,
            "wisdom_save": 4,
            "charisma_save": -1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "thunder,Giant Attributes",
            "damage_resistances": "lightning,petrified,Giant Attributes",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two Stony Fist or Rock attacks."
                },
                {
                    "name": "Stony Fist",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."
                },
                {
                    "name": "Rock",
                    "desc": "_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wrestle",
                    "desc": "The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."
                }
            ],
            "reactions": [
                {
                    "name": "Missile Deflection",
                    "desc": "If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Giant Attributes",
                    "desc": "The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "The giant's Stealth is 20 while in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_stone-giant/"
        },
        {
            "slug": "young_blue_dragon_bf",
            "desc": "",
            "name": "Young Blue Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "fly": 80
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 26,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 24,
            "strength_save": 5,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 19,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "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:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 DEX save, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charged Hide",
                    "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 CON save or be incapacitated until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-blue-dragon/"
        },
        {
            "slug": "abominablebeauty-tob1-2023",
            "desc": "False",
            "name": "Abominable Beauty",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "22d8 + 88",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 12,
            "perception": 17,
            "skills": {
                "Deception": 12,
                "Perception": 7,
                "Performance": 12,
                "Persuasion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire",
            "condition_immunities": "False",
            "senses": "passive Perception 17",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abominable beauty uses Blinding Gaze. She then makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) fire damage."
                },
                {
                    "name": "Blinding Gaze",
                    "desc": "The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours."
                },
                {
                    "name": "Deafening Voice (Recharge 5-6)",
                    "desc": "The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a DC 16 Constitution saving throw. On a failure, a creature takes 31 (9d6) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage, isn't deafened, and is immune to the abominable beauty's Deafening Voice for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burning Touch",
                    "desc": "When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 (6d6) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 (3d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_abominable-beauty/"
        },
        {
            "slug": "algorith-tob1-2023",
            "desc": "False",
            "name": "Algorith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d8 + 72",
            "speed": {
                "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": 17,
            "skills": {
                "Athletics": 9,
                "Insight": 7,
                "Investigation": 5,
                "Perception": 7
            },
            "damage_vulnerabilities": "False",
            "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": "Logic Razor",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."
                },
                {
                    "name": "Cone of Negation (Recharge 5-6)",
                    "desc": "The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."
                },
                {
                    "name": "Reality Bomb (5/Day)",
                    "desc": "The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The algorith doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The algorith is immune to any spell or effect that would alter its form."
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_algorith/"
        },
        {
            "slug": "bloodhag-tob1-2023",
            "desc": "False",
            "name": "Blood Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 204,
            "hit_dice": "24d8 + 96",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 19,
            "wisdom": 21,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 19,
            "skills": {
                "Deception": 7,
                "Intimidation": 7,
                "Perception": 9,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage, and the target is grappled (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target."
                },
                {
                    "name": "Blood Bolt",
                    "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn."
                },
                {
                    "name": "Blood-Drinking Hair",
                    "desc": "The hag drains blood from one creature grappled by her. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken."
                },
                {
                    "name": "Face Peel",
                    "desc": "The blood hag peels the face off one creature grappled by her. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) slashing damage and be stunned until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Sanguine Curse",
                    "desc": "The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is incapacitated and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: disguise self, knock, tongues\n3/day each: modify memory, pass without trace"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her."
                }
            ],
            "spell_list": [],
            "page_no": 226,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_blood-hag/"
        },
        {
            "slug": "bonepowderghoul-tob1-2023",
            "desc": "False",
            "name": "Bonepowder Ghoul",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 180,
            "hit_dice": "24d6 + 96",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 19,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Dwarvish",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Gravedust",
                    "desc": "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Whirlwind (Dust Form Only; Recharge 5-6)",
                    "desc": "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(Coalesced Form Only)The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: dispel magic, mage hand, ray of enfeeblement\n3/day each: blindness/deafness, fear\n1/day: phantasmal killer"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Coalesce",
                    "desc": "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous (Dust Form Only)",
                    "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Hungry Dead Nature",
                    "desc": "The ghoul requires no air or sleep."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bonepowder-ghoul/"
        },
        {
            "slug": "bukavac-tob1-2023",
            "desc": "False",
            "name": "Bukavac",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 199,
            "hit_dice": "21d10 + 84",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "Perception": 10,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "thunder",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bukavac makes one Bite attack, one Gore attack, and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. The bukavac can have no more than two creatures grappled at a time."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Croaking Blast (Recharge 5-6)",
                    "desc": "A bukavac can emit a howling thunderclap in a 15-foot radius. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 36 (8d8) thunder damage and is deafened until cured by the lesser restoration spell or similar magic. On a success, a creature takes half the damage and isn't deafened."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The bukavac can hold its breath for 20 minutes."
                },
                {
                    "name": "Standing Leap",
                    "desc": "A bukavac's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 45,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bukavac/"
        },
        {
            "slug": "dogmolejuggernaut-tob1-2023",
            "desc": "False",
            "name": "Dogmole Juggernaut",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10 + 60",
            "speed": {
                "walk": 10,
                "burrow": 30
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dogmole juggernaut makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. it: 12 (3d4 + 5) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Wormkiller Rage",
                    "desc": "When the juggernaut takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 5 (2d4) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The juggernaut can't end this rage willingly."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burrowed Tunnels",
                    "desc": "If the juggernaut burrows at half its burrowing speed, it can leave a 10-foot diameter tunnel in its wake."
                },
                {
                    "name": "Stout",
                    "desc": "The juggernaut has advantage on Strength and Dexterity checks and saving throws made against effects that would push it or knock it prone."
                },
                {
                    "name": "Relentless (Recharges after a Short or Long Rest)",
                    "desc": "If the juggernaut takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_dogmole-juggernaut/"
        },
        {
            "slug": "grimjester-tob1-2023",
            "desc": "False",
            "name": "Grim Jester",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8 + 64",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 17,
            "skills": {
                "Acrobatics": 10,
                "Deception": 9,
                "Perception": 7,
                "Performance": 9,
                "Sleight of Hand": 10,
                "Stealth": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold",
            "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Necrotic Claw",
                    "desc": "Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage."
                },
                {
                    "name": "Killing Joke",
                    "desc": "The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: disguise self, grease\n3/day each: magic mouth (as an action), mirror image\n1/day each: mislead, seeming"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Joker's Shuffle (Recharge 6)",
                    "desc": "The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence (Investigation) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Last Laugh",
                    "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing."
                },
                {
                    "name": "Mock the Dying",
                    "desc": "Death saving throws made within 60 feet of the grim jester have disadvantage."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The grim jester has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The grim jester doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 224,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_grim-jester/"
        },
        {
            "slug": "heraldofdarkness-tob1-2023",
            "desc": "False",
            "name": "Herald of Darkness",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 105,
            "hit_dice": "10d10 + 50",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 15,
            "skills": {
                "Athletics": 8,
                "Deception": 7,
                "Perception": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, cold, lightning",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 240 ft., passive Perception 15",
            "languages": "Common, Elvish, Goblin, Infernal, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald of darkness makes two Embrace Darkness or Shadow Sword attacks."
                },
                {
                    "name": "Embrace Darkness (Shadow Form Only)",
                    "desc": "Melee Spell Attack: +7 to hit, reach 0 ft., one creature in the herald's space. Hit: 18 (3d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn."
                },
                {
                    "name": "Shadow Sword (Fiend Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Majesty of the Abyss (Recharge 5-6)",
                    "desc": "The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Shape",
                    "desc": "The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Made of Shadows (Shadow Form Only)",
                    "desc": "The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow's Sight",
                    "desc": "Magical darkness doesn't impede the herald's darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 233,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_herald-of-darkness/"
        },
        {
            "slug": "iaaffrat-tob1-2023",
            "desc": "False",
            "name": "Ia’Affrat",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d10 + 60",
            "speed": {
                "walk": 40,
                "fly": 20
            },
            "strength": 3,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 19,
            "skills": {
                "Arcana": 10,
                "Deception": 11,
                "Insight": 9,
                "Perception": 9,
                "Persuasion": 11
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "False",
            "damage_immunities": "bludgeoning, fire, piercing, poison, slashing",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Infernal, Primordial, telepathy 120 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Ia'Affrat makes three Bite or Burning Claw attacks, or he makes four Flaming Insect Bolt attacks."
                },
                {
                    "name": "Bite (Shapeless Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hp or fewer. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn."
                },
                {
                    "name": "Burning Claw (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 10 (3d6) fire damage."
                },
                {
                    "name": "Flaming Insect Bolt",
                    "desc": "Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (3d6 + 6) fire damage plus 10 (3d6) poison damage."
                },
                {
                    "name": "Inhabit (Shapeless Form Only)",
                    "desc": "Ia'Affrat crawls into the body of a Humanoid, or a Humanoid corpse that has been dead no more than 7 days, that he can see within 5 feet of him. If the target is unwilling, the target must succeed on a DC 18 Constitution saving throw or the target loses control of its body, and Ia'Affrat takes control of the body. Ia'Affrat controls the body but doesn't deprive the target of awareness. Ia'Affrat can't be targeted by any attack, spell, or other effect, and he retains his alignment, his Intelligence, Wisdom, and Charisma scores, his Hurl Flame action and Teleport and Consume Host legendary actions, and his condition immunities. He otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the target was a Humanoid corpse, he uses the statistics it had before it died."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shape Swarm",
                    "desc": "Ia'Affrat can shape himself into a Large or smaller Humanoid or back into a shapeless mass of Tiny insectoid Fiends. His statistics, other than his size, are the same in each form, and he can't regain hp or gain temporary hp, except for the Consume Host legendary action. He can't take on a Humanoid form if he is occupying the space of another creature."
                },
                {
                    "name": "Teleport",
                    "desc": "Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."
                },
                {
                    "name": "Vermin Breath (Costs 2 Actions; Humanoid Form Only)",
                    "desc": "Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time."
                },
                {
                    "name": "Consume Host (Costs 3 Actions; Shapeless Form Only)",
                    "desc": "While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount."
                }
            ],
            "reactions": [],
            "legendary_desc": "Ia’Affrat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ia’Affrat regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."
                },
                {
                    "name": "Vermin Breath (Costs 2 Actions; Humanoid Form Only)",
                    "desc": "Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time."
                },
                {
                    "name": "Consume Host (Costs 3 Actions; Shapeless Form Only)",
                    "desc": "While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount."
                }
            ],
            "special_abilities": [
                {
                    "name": "Collective Mind",
                    "desc": "Ia'Affrat's individual Fiends are connected via a hive mind. He can telepathically communicate with any of his individual Fiends within 50 miles of him, and he can't be surprised. If he is reduced to half his hp or lower, his Intelligence score is reduced to 10, he immediately changes into his shapeless form, and he can't take on a Humanoid form again until he regains hp to be above half his hp or he finishes a long rest."
                },
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede Ia'Affrat's darkvision."
                },
                {
                    "name": "Grasping Limbs (Humanoid Form Only)",
                    "desc": "Ia'Affrat can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more Humanoid form to accomplish."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If Ia'Affrat fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Smoke Shroud",
                    "desc": "Ia'Affrat emits a cloud of dark smoke within 5 feet of himself. The area is lightly obscured to all except Ia'Affrat, and each non-devil creature that starts its turn in the smoke must succeed on a DC 18 Constitution saving throw or be blinded until the end of its turn. At the start of each of his turns, Ia'Affrat chooses whether this shroud is active."
                },
                {
                    "name": "Swarm (Shapeless Form Only)",
                    "desc": "Ia'Affrat can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny insect, but he can't grapple or be grappled."
                }
            ],
            "spell_list": [],
            "page_no": 91,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_iaaffrat/"
        },
        {
            "slug": "lunardevil-tob1-2023",
            "desc": "False",
            "name": "Lunar Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d10 + 45",
            "speed": {
                "walk": 60,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."
                },
                {
                    "name": "Hurl Moonlight",
                    "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn."
                },
                {
                    "name": "Summon Devil (1/Day)",
                    "desc": "The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil's damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: fly, major image\n3/day: greater invisibility\n1/day: wall of ice"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the lunar devil's darkvision."
                },
                {
                    "name": "Light Incorporeality",
                    "desc": "The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions."
                },
                {
                    "name": "Lightwalking",
                    "desc": "Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The lunar devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lunar-devil/"
        },
        {
            "slug": "mavka-tob1-2023",
            "desc": "False",
            "name": "Mavka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d8 + 80",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 15,
            "skills": {
                "Athletics": 9,
                "Nature": 5,
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal, Sylvan",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare, the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks."
                },
                {
                    "name": "Enervating Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage."
                },
                {
                    "name": "Necrotic Bolt",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 26 (4d10 + 4) necrotic damage."
                },
                {
                    "name": "Flame Burst (Recharge 5-6)",
                    "desc": "While riding a nightmare, the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a DC 16 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: create or destroy water, dancing lights\n3/day each: darkness, hold person, silence\n1/day each: bestow curse, dispel magic"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mounted Warrior",
                    "desc": "While the mavka is mounted, her mount can't be charmed or frightened."
                },
                {
                    "name": "Nightmare Mount",
                    "desc": "The mavka has formed a bond with a nightmare. The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka's spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement."
                },
                {
                    "name": "Sunlight Hypersensitivity",
                    "desc": "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The mavka doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 265,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_mavka/"
        },
        {
            "slug": "mi-go-tob1-2023",
            "desc": "False",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d8 + 50",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 15,
            "skills": {
                "Arcana": 10,
                "Deception": 7,
                "Medicine": 5,
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Common, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two Claw or Psychic Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature."
                },
                {
                    "name": "Psychic Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 17 (3d6 + 7) psychic damage."
                },
                {
                    "name": "Spore Burst (Recharge 5-6)",
                    "desc": "The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deathly Spores",
                    "desc": "When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The mi-go doesn't require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself."
                }
            ],
            "spell_list": [],
            "page_no": 266,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_mi-go/"
        },
        {
            "slug": "psoglav-tob1-2023",
            "desc": "False",
            "name": "Psoglav",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10 + 55",
            "speed": {
                "walk": 60,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 23,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 17,
            "skills": {
                "Acrobatics": 9,
                "Perception": 7,
                "Intimidation": 7,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Common, telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psoglav makes three Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."
                },
                {
                    "name": "Invisibility",
                    "desc": "The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it."
                },
                {
                    "name": "Shadow-Stealing Ray (Recharge 5-6)",
                    "desc": "The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Jump (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The psoglav has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The psoglav's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 86,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_psoglav/"
        },
        {
            "slug": "savager-tob1-2023",
            "desc": "False",
            "name": "Savager",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10 + 50",
            "speed": {
                "walk": 20
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mighty Swing",
                    "desc": "If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn."
                },
                {
                    "name": "Spines",
                    "desc": "A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager's turn."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_savager/"
        },
        {
            "slug": "tophet-tob1-2023",
            "desc": "False",
            "name": "Tophet",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12 + 70",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 8,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold",
            "damage_immunities": "fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature."
                },
                {
                    "name": "Burning Belly",
                    "desc": "The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is restrained, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage."
                },
                {
                    "name": "Gout of Flame (Recharge 5-6)",
                    "desc": "Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burning Heart",
                    "desc": "The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The tophet doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Heated Body",
                    "desc": "A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_tophet/"
        },
        {
            "slug": "youngseadragon-tob1-2023",
            "desc": "False",
            "name": "Young Sea Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d10 + 80",
            "speed": {
                "walk": 50,
                "fly": 40
            },
            "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": 19,
            "skills": {
                "Perception": 9,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Fin attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Fin",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "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 creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "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": 127,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_young-sea-dragon/"
        },
        {
            "slug": "aalpamac",
            "desc": "A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens._  \n**Hungry Lake Monsters.** The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons.  \n**Local Legends.** An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.",
            "name": "Aalpamac",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 15,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aalpamac makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aalpamac can breathe air and water."
                },
                {
                    "name": "Distance Distortion Aura",
                    "desc": "The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can't move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac's Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 8,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_aalpamac/"
        },
        {
            "slug": "dimensional-shambler",
            "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.",
            "name": "Dimensional Shambler",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 21,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "athletics": 10,
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Drag Through",
                    "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Look Between",
                    "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."
                },
                {
                    "name": "Maddening Form",
                    "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."
                },
                {
                    "name": "Step Between",
                    "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/"
        },
        {
            "slug": "kaveph",
            "desc": "This massive purple creature, with legs like tree trunks and a pair of enormous arms, shakes the ground with its footsteps. Its eyeless head is bulbous, with an elongated mouth that is almost snout-like._  \n**Allies of the Ghasts of Leng.** The kaveph are massive creatures that originate from the lightless underground of the  \n**Plateau of Leng.** They are usually found in the company of the Open Game License",
            "name": "Kaveph",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 10",
            "languages": "Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kaveph makes two smash attacks."
                },
                {
                    "name": "Smash",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10+5"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Revenge",
                    "desc": "When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Rampage",
                    "desc": "When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack."
                }
            ],
            "spell_list": [],
            "page_no": 225,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kaveph/"
        },
        {
            "slug": "quoreq",
            "desc": "Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface._  \n**Faceless Nightmares.** Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain.  \n**Emotionless Killers.** Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels.  \n**Horrible Feeding.** Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate. This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.",
            "name": "Quoreq",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, frightened, poisoned, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "understands Common but can’t speak, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The quoreq makes three claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the quoreq scores a critical hit, it rolls damage dice three times, instead of twice.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The quoreq regains 10 hp at the start of its turn. If the quoreq takes acid or fire damage, this trait doesn't function at the start of the quoreq's next turn. The quoreq dies only if it starts its turn with 0 hp and doesn't regenerate."
                },
                {
                    "name": "Unsettling Appearance",
                    "desc": "A creature that starts its turn within 30 feet of the quoreq and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the quoreq's Unsettling Appearance for the next 24 hours."
                },
                {
                    "name": "Whorling Jaws",
                    "desc": "Whenever the quoreq suffers 10 or more piercing or slashing damage in a single round, its flesh opens up to reveal a set of gnashing teeth. For 1 minute, the quoreq can make a bite attack as a bonus action on each of its turns. Alternatively, the quoreq can use a bonus action to lose 5 hp and activate this trait."
                }
            ],
            "spell_list": [],
            "page_no": 304,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_quoreq/"
        },
        {
            "slug": "young-boreal-dragon",
            "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License",
            "name": "Young Boreal Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "fly": 80,
                "walk": 40,
                "swim": 30
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "athletics": 8,
                "perception": 8,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Draconic, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Cinder Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 112,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_young-boreal-dragon/"
        },
        {
            "slug": "alnaar",
            "desc": "",
            "name": "Alnaar",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "25d10+75",
            "speed": {
                "burrow": 20,
                "fly": 40,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 10,
                "perception": 5
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The alnaar makes three fiery fangs attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.",
                    "name": "Fiery Fangs"
                },
                {
                    "desc": "The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.",
                    "name": "Flare (Recharge Special)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.",
                    "name": "On the Hunt"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.",
                    "name": "Skin of the Forge"
                },
                {
                    "desc": "If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.",
                    "name": "Starving Wrath"
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alnaar/"
        },
        {
            "slug": "alpha-yek",
            "desc": "",
            "name": "Alpha Yek",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 129,
            "hit_dice": "16d8+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": 7,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": 6,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "4d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "4d4+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d4+3",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro",
                    "name": "Bone Shard"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The yek has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alpha-yek/"
        },
        {
            "slug": "ankou-soul-seeker",
            "desc": "",
            "name": "Ankou Soul Seeker",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "perception": 8,
                "persuasion": 6,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 18",
            "languages": "all",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The ankou makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.",
                    "name": "Reaper's Breath (Recharge 5-6)"
                },
                {
                    "desc": "The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher 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 ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.",
                    "name": "Change Shape"
                },
                {
                    "desc": "The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.",
                    "name": "Usher of Souls"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.",
                    "name": "Aura of Necromancy's Bane"
                },
                {
                    "desc": "As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.",
                    "name": "Cloak of Shadows"
                },
                {
                    "desc": "The ankou has the celestial type in addition to the dragon type.",
                    "name": "Death Ascended"
                }
            ],
            "spell_list": [],
            "page_no": 38,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_ankou-soul-seeker/"
        },
        {
            "slug": "blood-giant",
            "desc": "",
            "name": "Blood Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "history": 2,
                "perception": 6,
                "religion": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The blood giant makes two blood spear attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d8+6",
                    "desc": "Melee Weapon Attack: +9 to hit, range 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage.",
                    "name": "Blood Spear"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "4d10+6",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                    "name": "Rock"
                },
                {
                    "desc": "The blood giant uses one of the following:\nImpale. The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.\nDrown. The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that.\nVaporize. A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds.",
                    "name": "Blood Magic (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it.",
                    "name": "Blood Sense"
                },
                {
                    "desc": "The blood giant's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 180,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_blood-giant/"
        },
        {
            "slug": "dvarapala",
            "desc": "",
            "name": "Dvarapala",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its patron deity)",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 9,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common; telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "attack_bonus": 7,
                    "damage_dice": "6d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.",
                    "name": "Gada"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "name": "Javelin"
                },
                {
                    "desc": "The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.",
                    "name": "Sweeping Strike (Recharge 4-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).",
                    "name": "Divine Words"
                },
                {
                    "desc": "The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.",
                    "name": "Keen Senses"
                },
                {
                    "desc": "The dvarapala has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.",
                    "name": "You Shall Not Pass"
                },
                {
                    "desc": "The dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:\nAt will: sacred flame (2d8)\n3/day: thunderwave\n1/day each: gust of wind, wind wall",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 137,
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            "v2_converted_path": "/v2/creatures/ccdx_dvarapala/"
        },
        {
            "slug": "elophar",
            "desc": "",
            "name": "Elophar",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 3,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": -2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 6",
            "languages": "Common, Giant, Infernal",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "name": "Slam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.",
                    "name": "Ectoplasmic Spray"
                },
                {
                    "desc": "The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):\n| 1d6 | Spirit |\n|-----|--------|\n| 1 | Cautious: creates space between itself and its enemies and casts spells. |\n| 2 | Fickle: attacks a creature it didn't last round. |\n| 3 | Terrified: uses the Disengage action to run as far away from enemies as possible. |\n| 4 | Bloodthirsty: attacks the nearest creature. |\n| 5 | Hateful: only attacks the last creature it damaged. |\n| 6 | Courageous: makes melee attacks against the most threatening enemy. |",
                    "name": "Possessed by Ancestors"
                },
                {
                    "desc": "The runes etched on the elophar's rotting skin allow it to cast spells. The elophar's runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\nAt will: acid splash, chill touch, poison spray\n3/day: grease, thunderwave\n1/day: enlarge/reduce",
                    "name": "Runic Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 149,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_elophar/"
        },
        {
            "slug": "haunted-giant",
            "desc": "",
            "name": "Haunted Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "athletics": 8,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The giant makes two greatclub attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "name": "Greatclub"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d10+5",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "name": "Rock"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Three ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 feet of the giant at all times, and can't take actions. Each uses the giant's AC and saving throws, has 15 hp and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hp, it disappears temporarily. Reduce the giant's AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits can't be turned.",
                    "name": "Ancestral Spirits"
                },
                {
                    "desc": "At the start of its turn, the giant 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. This trait is granted by the ancestral spirits.",
                    "name": "Reckless"
                },
                {
                    "desc": "The giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits.",
                    "name": "See Invisibility"
                },
                {
                    "desc": "The giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits.",
                    "name": "Steadfast"
                }
            ],
            "spell_list": [],
            "page_no": 183,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_haunted-giant/"
        },
        {
            "slug": "hound-of-tindalos",
            "desc": "",
            "name": "Hound of Tindalos",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, psychic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Tongue"
                },
                {
                    "desc": "The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane.",
                    "name": "Hunter of the Lost"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another.",
                    "name": "Entrance by Corners"
                },
                {
                    "desc": "The hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The hound of Tindalos has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple.",
                    "name": "Slippery"
                }
            ],
            "spell_list": [],
            "page_no": 221,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_hound-of-tindalos/"
        },
        {
            "slug": "ouroboros",
            "desc": "",
            "name": "Ouroboros",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 21,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "arcana": 8,
                "history": 8,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 17",
            "languages": "all",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The ouroboros can use its Introspective Presence. It then makes two bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d10+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Introspective Presence for the next 24 hours.",
                    "name": "Introspective Presence"
                },
                {
                    "desc": "The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling.",
                    "name": "Kaleidoscopic Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the dragon is hit with an attack, it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction.",
                    "name": "Reactive Hide"
                }
            ],
            "legendary_desc": "The ouroboros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ouroboros regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The ouroboros makes one bite attack.",
                    "name": "Bite Attack"
                },
                {
                    "desc": "The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.",
                    "name": "Blurring Façade (Costs 2 Actions)"
                },
                {
                    "desc": "The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.",
                    "name": "Guiding Beacon (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "When the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp. On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "name": "Energetic Rebirth"
                },
                {
                    "desc": "As a bonus action, the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action.",
                    "name": "Variegated Scales"
                }
            ],
            "spell_list": [],
            "page_no": 293,
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        },
        {
            "slug": "shantak",
            "desc": "",
            "name": "Shantak",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "fly": 60,
                "walk": 10
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "understands Common and Void Speech, but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The shantak makes two attacks: one with its bite and one with its talons.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.",
                    "name": "Talons"
                },
                {
                    "desc": "The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak's next turn. The shantak can choose to include or exclude its rider when using this action.",
                    "name": "Insane Tittering (Recharge 4-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Magical darkness doesn't impede the shantak's darkvision.",
                    "name": "Eldritch Sight"
                },
                {
                    "desc": "The shantak doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "The shantak has advantage on Wisdom (Perception) checks that rely on sight or smell.",
                    "name": "Keen Sight and Smell"
                },
                {
                    "desc": "The shantak has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The shantak has advantage on attack rolls against a creature if at least one of the shantak's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                },
                {
                    "desc": "A shantak's hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.",
                    "name": "Unctuous Hide"
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_shantak/"
        },
        {
            "slug": "spider-drake",
            "desc": "",
            "name": "Spider Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "climb": 40,
                "fly": 80,
                "walk": 40
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 5,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The spider drake makes three attacks: one with its bite and two with its claws. It can use Web in place of its bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Poison Breath (Recharge 5-6)"
                },
                {
                    "desc": "Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.",
                    "name": "Web (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success.",
                    "name": "Sticky Secretions"
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_spider-drake/"
        },
        {
            "slug": "undead-phoenix",
            "desc": "",
            "name": "Undead Phoenix",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d12+45",
            "speed": {
                "fly": 90,
                "walk": 30
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 8,
            "wisdom": 17,
            "charisma": 9,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "-",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "desc": "The undead phoenix makes three attacks: two with its claws and one with its decaying bite.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.",
                    "name": "Claws"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.",
                    "name": "Decaying Bite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.",
                    "name": "Bilious Aura"
                },
                {
                    "desc": "If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.",
                    "name": "Eternal Unlife"
                }
            ],
            "spell_list": [],
            "page_no": 361,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_undead-phoenix/"
        },
        {
            "slug": "vines-of-nemthyr",
            "desc": "",
            "name": "Vines of Nemthyr",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 5,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, poison",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened, poisoned",
            "senses": "blindsight 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The vines of Nemthyr makes three attacks: two with its slam and one with its thorny lash.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The vines of Nemthyr has two thorny lashes, each of which can grapple only one target.",
                    "name": "Thorny Lash"
                },
                {
                    "desc": "The vines of Nemthyr shoots poisonous thorns in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Thorn Spray (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the vines of Nemthyr can separate itself into a group of distinct vines. While separated in this way, the vines can move through spaces as narrow as 3 inches wide. The separated vines can't attack while in this state, but they can reform into the vines of Nemthyr as a bonus action.",
                    "name": "Dispersal"
                },
                {
                    "desc": "While the vines of Nemthyr remains motionless, it is indistinguishable from a normal plant.",
                    "name": "False Appearance"
                },
                {
                    "desc": "The vines of Nemthyr has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_vines-of-nemthyr/"
        }
    ]
}