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

GET /v1/monsters/?format=api&ordering=-damage_vulnerabilities&page=3
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=-damage_vulnerabilities&page=4",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-damage_vulnerabilities&page=2",
    "results": [
        {
            "slug": "horse_riding_bf",
            "desc": "",
            "name": "Horse, Riding",
            "size": "large",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 15,
            "hit_dice": "",
            "speed": {
                "walk": 60
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 3,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "frightened",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Hooves",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Easy Gait",
                    "desc": "The horse's steps are smooth and steady. A creature riding the horse has advantage on saves against exhaustion caused by a Forced March."
                }
            ],
            "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_horse-riding/"
        },
        {
            "slug": "aurora-horribilis",
            "desc": "A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune._  \n**Hidden Among Polar Lights.** Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them.  \n**Terrible Harbinger.** While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries.  \n**Lessons from the Void.** Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.",
            "name": "Aurora Horribilis",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "performance": 8
            },
            "damage_vulnerabilities": "force",
            "damage_resistances": "",
            "damage_immunities": "cold, psychic, radiant",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aurora horribilis makes two blistering touch attacks."
                },
                {
                    "name": "Blistering Touch",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Void Song",
                    "desc": "The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.\n\nWhile charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The aurora horribilis can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Reality Adjacent",
                    "desc": "The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn't have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n\nThis trait is disrupted while the aurora is incapacitated or has a speed of 0."
                }
            ],
            "spell_list": [],
            "page_no": 34,
            "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_aurora-horribilis/"
        },
        {
            "slug": "greed-swarm",
            "desc": "The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass._  \nLocated in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion.//  \n**Bad Penny.** The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground.  \n**All that Glitters.** The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms.  \n**Construct Nature.** The greed swarm doesn’t require air, food, drink, or sleep.",
            "name": "Greed Swarm",
            "size": "Medium",
            "type": "Construct",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "force",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Coin Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "4d4"
                },
                {
                    "name": "Coin Barrage",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Gather (1/Day)",
                    "desc": "The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Antimagic Susceptibility",
                    "desc": "The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
                },
                {
                    "name": "Deafening Clatter",
                    "desc": "A creature in the swarm's space is deafened."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny object. Except for Gather, the swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 184,
            "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_greed-swarm/"
        },
        {
            "slug": "dust_mephit_bf",
            "desc": "",
            "name": "Dust Mephit",
            "size": "small",
            "type": "Elemental",
            "subtype": "",
            "group": "Mephits",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 27,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 30,
                "hover": true
            },
            "strength": 4,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -3,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": -2,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "fire,thunder",
            "damage_resistances": "",
            "damage_immunities": "lightning,poison,poisoned,prone",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Auran,Terran",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."
                },
                {
                    "name": "Dust Blast",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."
                },
                {
                    "name": "Blinding Breath (Recharge 6)",
                    "desc": "The mephit exhales blinding dust in a 15-foot cone. Each creature in that area must make a DC 11 DEX save. On a failure, a creature takes 5 (2d4) bludgeoning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sandman's Call (1/Day)",
                    "desc": "The mephit casts the sleep spell (spell save DC 11), requiring no material components and using WIS as the spellcasting ability."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of dust."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_dust-mephit/"
        },
        {
            "slug": "awakened-shrub-a5e",
            "desc": "",
            "name": "Awakened Shrub",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 9,
            "armor_desc": "",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 20
            },
            "strength": 2,
            "dexterity": 8,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "one language known by its creator",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Rake",
                    "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the shrub is indistinguishable from a normal shrub."
                }
            ],
            "spell_list": [],
            "page_no": 438,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_awakened-shrub/"
        },
        {
            "slug": "awakened-tree-a5e",
            "desc": "",
            "name": "Awakened Tree",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 51,
            "hit_dice": "6d12+12",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "one language known by its creator",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the tree is indistinguishable from a normal tree."
                }
            ],
            "spell_list": [],
            "page_no": 438,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_awakened-tree/"
        },
        {
            "slug": "dryad-a5e",
            "desc": "",
            "name": "Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."
                },
                {
                    "name": "Entangling Plants",
                    "desc": "Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the dryad. Each creature of the dryads choice in the area makes a DC 13 Strength saving throw. On a failure  a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check  freeing itself or a creature within 5 feet on a success. Additionally  the area is difficult terrain for 1 minute."
                },
                {
                    "name": "Fey Charm (3/Day)",
                    "desc": "A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed. While charmed in this way  the target regards the dryad as a trusted ally and is disposed to interpret the dryads requests and actions favorably. The creature can repeat this saving throw if the dryad or the dryads allies harm it  ending the effect on a success. Otherwise  the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it  it is immune to Fey Charm for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The dryad can communicate with beasts and plants."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once per turn, the dryad can use 10 feet of movement to enter a living tree and emerge from another living tree within 60 feet. Both trees must be at least Large."
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_dryad/"
        },
        {
            "slug": "dust-mephit-a5e",
            "desc": "",
            "name": "Dust Mephit",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 17,
            "hit_dice": "5d6",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Auran, Terran",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."
                },
                {
                    "name": "Blinding Breath (1/Day)",
                    "desc": "The mephit exhales a 15-foot cone of dust. Each creature in the area makes a DC 10 Constitution saving throw. On a failure  the creature is blinded for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Sleep Sand (1/Day)",
                    "desc": "The closest creature within 60 feet with 20 hit points or fewer falls asleep for 1 minute. It awakens early if it takes damage or a creature uses an action to shake it awake. Constructs and undead are immune to this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the mephit dies, it explodes into dust. Each creature within 5 feet makes a DC 10 Constitution saving throw. On a failure, the creature is blinded until the end of its next turn."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the mephit is indistinguishable from a pile of dirt."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "A mephit doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 325,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_dust-mephit/"
        },
        {
            "slug": "naiad-a5e",
            "desc": "",
            "name": "Naiad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Watery Grasp",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is grappled (escape DC 12). While grappling a creature this way  the naiad can't use Watery Grasp on a different target and can swim at full speed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The naiad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The naiad can communicate with beasts and plants."
                },
                {
                    "name": "Amphibious",
                    "desc": "The naiad can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 189,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_naiad/"
        },
        {
            "slug": "shrieker-a5e",
            "desc": "",
            "name": "Shrieker",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 5,
            "armor_desc": "",
            "hit_points": 13,
            "hit_dice": "3d8",
            "speed": {
                "walk": 0
            },
            "strength": 1,
            "dexterity": 1,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 2,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 6",
            "languages": "",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": null,
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shriek",
                    "desc": "If the shrieker perceives a creature within 30 feet  or if an area of bright light is within 30 feet  it shrieks loudly and continuously. The shriek is audible within 300 feet. The shrieker continues to shriek for 1 minute after the creature or light has moved away."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the shrieker is indistinguishable from a normal fungus."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_shrieker/"
        },
        {
            "slug": "violet-fungus-a5e",
            "desc": "",
            "name": "Violet Fungus",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 5,
            "armor_desc": "",
            "hit_points": 18,
            "hit_dice": "4d8",
            "speed": {
                "walk": 5
            },
            "strength": 1,
            "dexterity": 1,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 2,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 6",
            "languages": "",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fungus makes a rotting touch attack against two different creatures."
                },
                {
                    "name": "Rotting Touch",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 5 (1d10) necrotic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the violet fungus is indistinguishable from a normal fungus."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_violet-fungus/"
        },
        {
            "slug": "awakened-shrub",
            "desc": "An **awakened shrub** is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.",
            "name": "Awakened Shrub",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 20
            },
            "strength": 3,
            "dexterity": 8,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "one language known by its creator",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Rake",
                    "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.",
                    "attack_bonus": 1,
                    "damage_dice": "1d4",
                    "damage_bonus": -1
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the shrub remains motionless, it is indistinguishable from a normal shrub."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [
                "Jungle",
                "Swamp",
                "Forest",
                "Laboratory"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_awakened-shrub/"
        },
        {
            "slug": "awakened-tree",
            "desc": "An **awakened tree** is an ordinary tree given sentience and mobility by the awaken spell or similar magic.",
            "name": "Awakened Tree",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 59,
            "hit_dice": "7d12+14",
            "speed": {
                "walk": 20
            },
            "strength": 19,
            "dexterity": 6,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "one language known by its creator",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the tree remains motionless, it is indistinguishable from a normal tree."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [
                "Jungle",
                "Forest",
                "Swamp"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_awakened-tree/"
        },
        {
            "slug": "dust-mephit",
            "desc": "",
            "name": "Dust Mephit",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": "Mephits",
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 17,
            "hit_dice": "5d6",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 5,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Auran, Terran",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4",
                    "damage_bonus": 2
                },
                {
                    "name": "Blinding Breath (Recharge 6)",
                    "desc": "The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity 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."
                },
                {
                    "name": "Variant: Summon Mephits (1/Day)",
                    "desc": "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The mephit can innately cast _sleep_, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/sleep/?format=api"
            ],
            "page_no": 330,
            "environments": [
                "Desert",
                "Plane Of Air",
                "Plane Of Earth",
                "Mountains"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_dust-mephit/"
        },
        {
            "slug": "mummy",
            "desc": "",
            "name": "Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "Mummies",
            "alignment": "lawful evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist."
                },
                {
                    "name": "Rotting Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Dreadful Glare",
                    "desc": "The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 333,
            "environments": [
                "Temple",
                "Desert",
                "Shadowfell",
                "Ruin",
                "Tomb"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_mummy/"
        },
        {
            "slug": "treant",
            "desc": "",
            "name": "Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 23,
            "dexterity": 8,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "damage_bonus": 6
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d10",
                    "damage_bonus": 6
                },
                {
                    "name": "Animate Trees (1/Day)",
                    "desc": "The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the treant remains motionless, it is indistinguishable from a normal tree."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "environments": [
                "Jungle",
                "Forest",
                "Swamp"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_treant/"
        },
        {
            "slug": "beli",
            "desc": "_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._  \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers.  \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.  \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.  \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.",
            "name": "Beli",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Giant",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Icy Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arctic Hunter",
                    "desc": "Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings."
                },
                {
                    "name": "Cold Regeneration",
                    "desc": "As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate."
                },
                {
                    "name": "Flyby",
                    "desc": "The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch"
                }
            ],
            "spell_list": [],
            "page_no": 35,
            "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_beli/"
        },
        {
            "slug": "cactid",
            "desc": "_Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey._  \n**Needled Sentients.** Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.  \n**Drain Fluids.** In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered.  \n**Slow Packs.** Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds.",
            "name": "Cactid",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 5
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10",
            "languages": "understands Sylvan, but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cactid makes two attacks with its tendrils and uses Reel."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Reel",
                    "desc": "Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hail of Needles (1/Day)",
                    "desc": "When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "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_cactid/"
        },
        {
            "slug": "child-of-the-briar",
            "desc": "_Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body._  \n**Born of Magic.** Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power.  \n**Thorn Fortresses.** Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood.  \n**Spies and Scouts.** From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood.  \nThe fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease.",
            "name": "Child Of The Briar",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 50,
            "hit_dice": "20d4",
            "speed": {
                "walk": 20,
                "climb": 10
            },
            "strength": 6,
            "dexterity": 17,
            "constitution": 11,
            "intelligence": 13,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Briarclick, Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Spitdart Tongue (Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Entangle",
                    "desc": "Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects."
                },
                {
                    "name": "Thorny Grapple",
                    "desc": "A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fey Blood",
                    "desc": "Children of the briar count as both plant and fey for any effect related to type."
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "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_child-of-the-briar/"
        },
        {
            "slug": "deep-one",
            "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.",
            "name": "Deep One",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Common, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "A deep one can breathe air or water with equal ease."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage."
                },
                {
                    "name": "Lightless Depths",
                    "desc": "A deep one is immune to the pressure effects of the deep ocean."
                },
                {
                    "name": "Ocean Change",
                    "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."
                }
            ],
            "spell_list": [],
            "page_no": 73,
            "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_deep-one/"
        },
        {
            "slug": "deep-one-archimandrite",
            "desc": "_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.",
            "name": "Deep One Archimandrite",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 40,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "arcana": 4,
                "perception": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold, thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 240 ft., passive Perception 16",
            "languages": "Common, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A deep one archimandrite makes one claw attack and 1 unholy trident attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."
                },
                {
                    "name": "Unholy Trident",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "A deep one can breathe air or water with equal ease."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm"
                },
                {
                    "name": "Legendary Resistance (1/Day)",
                    "desc": "If the deep one archimandrite fails a saving throw, it can count it as a success instead."
                },
                {
                    "name": "Lightless Depths",
                    "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean."
                },
                {
                    "name": "Voice of the Archimandrite",
                    "desc": "With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly."
                }
            ],
            "spell_list": [],
            "page_no": 74,
            "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_deep-one-archimandrite/"
        },
        {
            "slug": "deep-one-hybrid-priest",
            "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.",
            "name": "Deep One Hybrid Priest",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "athletics": 6,
                "deception": 4,
                "perception": 3
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "A deep one priest can breathe air or water with equal ease."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter"
                },
                {
                    "name": "Lightless Depths",
                    "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean."
                },
                {
                    "name": "Ocean Change",
                    "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."
                },
                {
                    "name": "Voice of the Deeps",
                    "desc": "A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase."
                }
            ],
            "spell_list": [],
            "page_no": 73,
            "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_deep-one-hybrid-priest/"
        },
        {
            "slug": "empty-cloak",
            "desc": "_Dark cloth of black and purple, stitched with silver and golden threads, this resembles a garment of elvish make. Smoke sometimes billows under the hood._  \n**Silent Motion.** A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it.  \n**Guards.** Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor such as a monolith footman, and made to look like a display piece.  \n**Shadow Servants.** Shadow fey nobles sometimes wear an empty cloak as their own clothing; they use it to cover a hasty retreat or to assist in a kidnapping.  \n**Constructed Nature.** An empty cloak doesn’t require air, food, drink, or sleep.",
            "name": "Empty Cloak",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d8",
            "speed": {
                "walk": 0,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Razor Cloak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Shadow Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Shadow Snare",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Diligent Sentinel",
                    "desc": "Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks."
                },
                {
                    "name": "Shadow Construction",
                    "desc": "Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit."
                },
                {
                    "name": "Wrapping Embrace",
                    "desc": "Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it."
                }
            ],
            "spell_list": [],
            "page_no": 176,
            "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_empty-cloak/"
        },
        {
            "slug": "frostveil",
            "desc": "_“They took the sled dogs first, and later the seal-skinner set to guard them. We’d hear a confused, muffled cry in the wind and then we’d find them—a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The ‘cloak of death’ our skraeling guide called it.”_  \nWhipped through the air by snowstorms and resembling a spider’s web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the North.  \n**Cloak of Death.** Flat nodes shaped like large snowflakes connect their net-like bodies and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature it detects.  \n**Seek Warmth.** Each star-like node contains crude sensory organs, able to detect warmth as meager as a living creature’s breath and steer the gliding web toward it.  \n**Spirit Spores.** Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights, and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue.",
            "name": "Frostveil",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "blinded, charmed, deafened, frightened, prone",
            "senses": "blindsight 100 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frostveil makes three tendril attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Engulf",
                    "desc": "When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil."
                },
                {
                    "name": "Spirit Spores (recharge 6)",
                    "desc": "In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chilling Acid",
                    "desc": "The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice."
                },
                {
                    "name": "Windborne",
                    "desc": "While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet."
                }
            ],
            "spell_list": [],
            "page_no": 207,
            "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_frostveil/"
        },
        {
            "slug": "hound-of-the-night",
            "desc": "_These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party._  \n**Fey Bloodhounds.** Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.  \n**Cousins to Winter.** Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.  \n**Dimensional Stepping.** Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.",
            "name": "Hound Of The Night",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "intimidation": 3,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Frost Breath (Recharge 5-6)",
                    "desc": "The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Scent",
                    "desc": "A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: dimension door"
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "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_hound-of-the-night/"
        },
        {
            "slug": "ice-maiden",
            "desc": "_This alluring beauty has flesh and hair as white as snow and eyes blue as glacial ice._  \n**Born of the Ice.** Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen (a few having both parents), but they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death—the fraughashar carry these infants away and raise them as ice maidens.  \n**Solitary Lives.** Most ice maidens live solitary existences save for a servant or two under their thrall. They’re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden’s heart, she’ll melt into nothingness.  \n**Killing Dilemma.** An ice maiden’s hunger for affection and human contact leads them to harm those they approach, which only drives them harder to seek for warmth, love, and approval. Some claim an ice maiden can become a swan maiden or a dryad if she keeps a lover’s heart warm for a full year.",
            "name": "Ice Maiden",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 19,
            "wisdom": 13,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "persuasion": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frost maiden makes two ice dagger attacks."
                },
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flurry-Form",
                    "desc": "The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning."
                },
                {
                    "name": "Icy Entangle",
                    "desc": "Ice and snow hinder her opponent's movement, as the entangle spell (DC 17)."
                },
                {
                    "name": "Kiss of the Frozen Heart",
                    "desc": "An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target."
                },
                {
                    "name": "Snowblind Burst",
                    "desc": "In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect."
                },
                {
                    "name": "Cold Eyes",
                    "desc": "Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness."
                },
                {
                    "name": "Ice Walk",
                    "desc": "Ice maidens move across icy and snowy surfaces without penalty."
                },
                {
                    "name": "Snow Invisibility",
                    "desc": "In snowy environments, the ice maiden can turn invisible as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ice maiden has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:\n\nat will: chill touch, detect magic, light, mage hand, prestidigitation, resistance\n\n5/day each: endure elements (cold only), fear, fog cloud, misty step\n\n3/day each: alter self, protection from energy, sleet storm\n\n1/day: ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_ice-maiden/"
        },
        {
            "slug": "idolic-deity",
            "desc": "_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._  \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war.  \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity.  \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.",
            "name": "Idolic Deity",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d6+48",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "telepathy 60 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The idolic deity uses Seduce the Righteous and makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Seduce the Righteous",
                    "desc": "The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stealth in darkness",
                    "desc": "The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness."
                },
                {
                    "name": "Apostasy Aura",
                    "desc": "The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the idolic deity can take the Hide action as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "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_idolic-deity/"
        },
        {
            "slug": "imy-ut-ushabti",
            "desc": "_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.",
            "name": "Imy-Ut Ushabti",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common (Ancient Nurian)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ceremonial Greatsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Vomit Swarm (1/Day)",
                    "desc": "The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"
                },
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 3,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."
                },
                {
                    "name": "Rent wrappings",
                    "desc": "A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_imy-ut-ushabti/"
        },
        {
            "slug": "lindwurm",
            "desc": "_Coiling like a living corkscrew, moving with a scraping hiss, a lindwurm’s serpentine form skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves._  \n**Swift and Smooth as Ice.** Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice.  \n**Sea Hunters.** In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They employ wolf-pack tactics and enjoy surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching them up with their constricting tails.",
            "name": "Lindwurm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 40,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": 7,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "athletics": 8,
                "perception": 4,
                "stealth": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, prone, unconscious",
            "senses": "darkvision 60 ft., tremorsense 120 ft. on ice, passive Perception 14",
            "languages": "",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lindwurm makes one bite attack, one claw attack, and one constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lindwurm Fever",
                    "desc": "A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured."
                },
                {
                    "name": "Skittering Skater",
                    "desc": "Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell."
                },
                {
                    "name": "Snake Belly",
                    "desc": "When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense."
                }
            ],
            "spell_list": [],
            "page_no": 276,
            "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_lindwurm/"
        },
        {
            "slug": "living-wick",
            "desc": "_A living wick is a small, rough wax sculpture of a human that stands at attention, a halo of light flickering around its head from some source behind it._  \n**Enchanted Wicks.** Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human, but as the wick burns, the wax features melt and the statue takes on a twisted, hunchbacked appearance.  \n**Short-Lived as a Candle.** Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick’s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle.  \nLiving wicks are active only when their wicks are lit, and only respond to the telepathic commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic.  \n**Explosive Ends.** The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for selfdestruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies.  \n**Constructed Nature.** A living wick doesn’t require air, food, drink, or sleep.",
            "name": "Living Wick",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 20
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 5,
            "wisdom": 5,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious",
            "senses": "sight 20 ft. (blind beyond the radius of its own light), passive Perception 10",
            "languages": "shares a telepathic link with the individual that lit its wick",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.",
                    "attack_bonus": 2,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Consume Self",
                    "desc": "A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Controlled",
                    "desc": "Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them."
                },
                {
                    "name": "Light",
                    "desc": "Activated living wicks produce light as a torch."
                },
                {
                    "name": "Melting",
                    "desc": "A living wick loses one hit point for every 24 hours it remains lit."
                }
            ],
            "spell_list": [],
            "page_no": 278,
            "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_living-wick/"
        },
        {
            "slug": "sluagh-swarm",
            "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.",
            "name": "Sluagh Swarm",
            "size": "Medium",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.",
                    "attack_bonus": 5,
                    "damage_dice": "8d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage",
                    "desc": "They travel in swarms for a reason."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Shadowy Stealth",
                    "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sluagh-swarm/"
        },
        {
            "slug": "thuellai",
            "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._  \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.  \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature.  \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.  \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.",
            "name": "Thuellai",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 149,
            "hit_dice": "13d12+65",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 100
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Primordial",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thuellai makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Freezing Breath (Recharge 5-6)",
                    "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw."
                },
                {
                    "name": "Algid Aura",
                    "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn."
                },
                {
                    "name": "Howl of the Maddening Wind (3/day)",
                    "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one"
                },
                {
                    "name": "Blizzard (1/Day)",
                    "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Mastery",
                    "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai."
                },
                {
                    "name": "Snow Vision",
                    "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness."
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "environments": [],
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            "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_thuellai/"
        },
        {
            "slug": "venomous-mummy",
            "desc": "_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._  \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.  \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace.  \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.",
            "name": "Venomous Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Venomous Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+7"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Selket's Venom",
                    "desc": "The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic."
                },
                {
                    "name": "Toxic Smoke",
                    "desc": "The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 299,
            "environments": [],
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            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob_venomous-mummy/"
        },
        {
            "slug": "vine-lord",
            "desc": "_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._  \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License",
            "name": "Vine Lord",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Spore Sacs (1/week)",
                    "desc": "The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Awaken the Green (1/Day)",
                    "desc": "The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Green Strider",
                    "desc": "The vine lord ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                }
            ],
            "spell_list": [],
            "page_no": 402,
            "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_vine-lord/"
        },
        {
            "slug": "vine-lords-tendril-puppet",
            "desc": "",
            "name": "Vine Lord's Tendril Puppet",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 6,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Assegai",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Hurl Thorns",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poor Vision",
                    "desc": "Tendril puppets see almost nothing beyond 30 feet away."
                },
                {
                    "name": "Regeneration",
                    "desc": "The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                },
                {
                    "name": "Green Strider",
                    "desc": "The tendril puppet ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tendril puppet has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 403,
            "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_vine-lords-tendril-puppet/"
        },
        {
            "slug": "weeping-treant",
            "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._  \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move.  \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire.  \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive.  \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.",
            "name": "Weeping Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                },
                {
                    "name": "Treespeech",
                    "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude."
                },
                {
                    "name": "Acidic Tears",
                    "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse."
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_weeping-treant/"
        },
        {
            "slug": "dancing-foliage",
            "desc": "A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.",
            "name": "Dancing Foliage",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 40
            },
            "strength": 9,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3,
                "performance": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "passive Perception 13",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dancing foliage makes four attacks with its serrated leaves."
                },
                {
                    "name": "Serrated Leaves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Flower Dance (Recharge 4-6)",
                    "desc": "The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shower of Petals",
                    "desc": "When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."
                },
                {
                    "name": "Nimble Dance",
                    "desc": "The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "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_dancing-foliage/"
        },
        {
            "slug": "hoarfrost-drake",
            "desc": "This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost._  \n**White Dragon Servants.** Hoarfrost drakes share territory with Open Game License",
            "name": "Hoarfrost Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "fly": 30,
                "walk": 20
            },
            "strength": 9,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoarfrost drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Cloud of Riming Ice (Recharge 5-6)",
                    "desc": "The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it's holding. On a success, the target takes half the damage and doesn't drop what it's holding.\n\nThe area becomes difficult terrain until the end of the hoarfrost drake's next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Retaliatory Slip",
                    "desc": "When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Icy Scales",
                    "desc": "The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 123,
            "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_hoarfrost-drake/"
        },
        {
            "slug": "hongaek",
            "desc": "A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._  \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison.  \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet.  \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.",
            "name": "Hongaek",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 5,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "medicine": 5,
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Auran, Common, Deep Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hongaek makes two attacks with its vaporous tentacles."
                },
                {
                    "name": "Vaporous Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Invisibility",
                    "desc": "The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Exacerbate Affliction",
                    "desc": "The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition."
                },
                {
                    "name": "Gas Form",
                    "desc": "The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids."
                },
                {
                    "name": "Prolong Affliction",
                    "desc": "Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "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_hongaek/"
        },
        {
            "slug": "hooden-horse",
            "desc": "The creature stands amid a baying crowd, swathed in rags topped by a horse’s skull. It brandishes a halberd made of shadow and hisses, “Come forth and be judged!”_  \n**Strange Great Sins.** In small villages on a festival eve, one villager plays the village’s “sin eater.” Bearing a horse’s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders’ wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse.  \n**The Madness of The Crowd.** If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a Open Game License",
            "name": "Hooden Horse",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "psychic",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "the languages spoken in the village where it was created",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hooden horse makes two blade of retribution attacks."
                },
                {
                    "name": "Blade of Retribution",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. If the target is a perpetrator of the crime that provoked the hooden horse's creation, it has disadvantage on this saving throw.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Call to Judgment",
                    "desc": "The hooden horse points at a being it can see and demands that the creature submit to justice. The target must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. If the charmed target is more than 5 feet away from the hooden horse, the target must take the Dash action on its turn to move toward the hooden horse by the most direct route. It doesn't avoid opportunity attacks, but, before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw. The creature can also repeat the saving throw at the end of each of its turns or whenever it takes damage from the hooden horse. If a creature's saving throw is successful, the effect ends on it.\n\nThe hooden horse can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Harvest Life",
                    "desc": "When the hooden horse reduces a creature to 0 hp, the hooden horse regains 10 (3d6) hp."
                },
                {
                    "name": "Seek Wrongdoer",
                    "desc": "The hooden horse automatically knows the general direction to the nearest surviving perpetrator of the crime that provoked its creation."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "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_hooden-horse/"
        },
        {
            "slug": "ice-bogie",
            "desc": "A gaggle of mischievous, rime-covered humanoids, one of which is standing on the shoulders of another, paint hoarfrost patterns on a window._  \nWherever the temperature drops below freezing, mobs of ice bogies may appear to unleash their wintry mischief. Enigmatic creatures of ice: the hows and whys of their random arrivals remain a mystery. A group might plague a remote village for an entire winter or pester a yeti for a single afternoon. Whenever frost forms in suspicious places or patterns, ice bogies are likely to blame.  \n**Japes and Vandalism.** Whether pilfering innocuous items, laying slicks of frost across doorways, or freezing a goat’s eyelids shut while it sleeps, the creatures find delight in pranks and making nuisances of themselves. Capricious and gleeful, they are equal opportunists—seeing little difference between humanoids, beasts, or monstrosities. They find pleasure lurking on the edges of civilization, gathering to play their tricks on unsuspecting pioneers before melting back into the frigid wilds without a trace.  \n**Vicious Reprisals.** While ice bogies are known to occasionally help lost travelers or return stolen prizes the next day, they have a dangerous side. When provoked, they swarm their opponents in a series of darting attacks from all sides and are known to pelt their enemies with shards of ice plucked from their own bodies in a flurry of hail.",
            "name": "Ice Bogie",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 25
            },
            "strength": 7,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, petrified, poisoned, unconscious",
            "senses": "darkvision 30 ft., passive Perception 8",
            "languages": "Primordial",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Icicle Fist",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage."
                },
                {
                    "name": "Spiteful Hail",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 2 (1d4) cold damage, and the target's speed is reduced by 10 until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Frosty Aid (1/Day)",
                    "desc": "Whenever an allied ice bogie within 30 feet is reduced to 0 hp, this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Nimble Escape",
                    "desc": "The bogie can take the Disengage or Hide action as a bonus action on each of its turns."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The bogie has advantage on attack rolls against a creature if at least one of the bogie's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ice-bogie/"
        },
        {
            "slug": "ice-elemental",
            "desc": "A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License",
            "name": "Ice Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "burrow": 30,
                "climb": 20,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ice elemental makes two ice claw attacks."
                },
                {
                    "name": "Ice Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+4"
                },
                {
                    "name": "Encase in Ice",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Glide",
                    "desc": "The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Splinter",
                    "desc": "A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ice-elemental/"
        },
        {
            "slug": "ophio-fungus",
            "desc": "Row after row of bruise-purple fungus grows from the rocks like living shelves. The air becomes hazy as the fungus lets out a sudden puff of spores._  \n**Ambitious Parasite.** The ophio fungus is native to the subterranean caverns that wind through Leng, but it has no intention of remaining solely in its native world. The fungus seeks to infect as many carriers as possible to distribute itself across many planes and worlds.  \n**Mind Control.** The fungus attempts to infect carriers by issuing clouds of microscopic spores. Once inhaled, these spores attack the victim’s brain, sapping their willpower and eventually leaving the victim under the control of the fungus.  \n**Master Plan.** Once a victim is infected with ophio spores, it is entirely under the control of the fungus, connected to the parent fungus by a psychic link that even reaches across planes. The fungus uses these victims to carry pieces of itself to other places or to lure more victims into its caverns.",
            "name": "Ophio Fungus",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d12+28",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 20,
            "wisdom": 17,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, frightened, poisoned, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Release Spores",
                    "desc": "The ophio fungus focuses its spores on up to three creatures it can see within 30 feet of it. Each creature must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and, if it is a humanoid, it becomes infected with ophio spores. On a success, a creature takes half the damage and isn't infected with spores. A creature that doesn't need to breathe automatically succeeds on this saving throw. A creature that does need to breathe can still be affected, even if it holds its breath."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hypnotic Secretion",
                    "desc": "When a creature starts its turn within 30 feet of the fungus, it must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 hour and regards the fungus as a friendly acquaintance. If the fungus or one of its allies harms the charmed creature, this effect ends. If a creature stays charmed for the full hour, it becomes infected with ophio spores. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the ophio fungus' Hypnotic Secretion for the next 24 hours. A creature that doesn't need to breathe is immune to the fungus' Hypnotic Secretion. A creature that does need to breathe can still be affected, even if it holds its breath."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "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_ophio-fungus/"
        },
        {
            "slug": "pine-doom",
            "desc": "A living pine tree festooned with pinecones featuring razor-sharp edges looks balefully at the intrusion upon its solitude._  \n**Gruff Forest Protector.** Pine dooms are typically the largest plants in their groves, towering over ordinary pine trees. They see themselves as responsible for the wellbeing of their forests. They manage the growth of trees under their protection, clear out underbrush, and kill destructive vermin, allowing their groves to prosper. They have an inborn distrust of humanoids, but if a creature entering their forests seems genuinely in trouble, pine dooms allow them to seek shelter. They retaliate strongly, however, if someone takes advantage of their charity.  \n**Mobile Groves.** Similar to Open Game License",
            "name": "Pine Doom",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 7,
            "constitution": 21,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "nature": 8,
                "perception": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Sap-filled Pinecone",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.",
                    "attack_bonus": 9,
                    "damage_dice": "2d4+5"
                },
                {
                    "name": "Flurry of Pinecones (Recharge 6)",
                    "desc": "Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing 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": "False Appearance",
                    "desc": "While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree."
                },
                {
                    "name": "Sticky Pine Tar",
                    "desc": "A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can't be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The pine doom deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_pine-doom/"
        },
        {
            "slug": "snow-giant",
            "desc": "Flurries drift from the body of this gigantic humanoid seemingly crafted from snow. Its simple clothes are almost pointless, and it carries a massive icicle as a club._  \n**Subservient to Frost Giants.** Snow giants inhabit the same territory as Open Game License",
            "name": "Snow Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "stealth": 4,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "grappled, restrained",
            "senses": "passive Perception 12",
            "languages": "Common, Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The snow giant makes two club attacks."
                },
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d4+4"
                },
                {
                    "name": "Giant Snowball",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) cold damage, and the target must succeed on a DC 16 Dexterity save or be blinded until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Snow Camouflage",
                    "desc": "The snow giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Regeneration",
                    "desc": "The snow giant regains 5 hp at the start of its turn if it has at least 1 hp and it is in snowy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 174,
            "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_snow-giant/"
        },
        {
            "slug": "snow-terror",
            "desc": "A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._  \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment.  \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them.  \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.",
            "name": "Snow Terror",
            "size": "Large",
            "type": "Fiend",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": null,
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, cold, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Abyssal, Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 Wisdom saving throw or be 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 this snow terror's Horrifying Visage for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Snow Person Form Only)",
                    "desc": "While the snow terror remains motionless, it is indistinguishable from an ordinary snow person."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "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_snow-terror/"
        },
        {
            "slug": "sporous-crab",
            "desc": "Most sporous crabs spend a considerable amount of their lives in sewers and brackish ponds. The filth clings to them throughout their lives, and they are toxic to almost every creature they encounter. The sporous crab is usually found near the Open Game License",
            "name": "Sporous Crab",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 33,
            "hit_dice": "6d6+12",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sporous crab makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Spore (Recharge 6)",
                    "desc": "The sporous crab sprays spores in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and becomes infected with the crab's spores. On a success, a creature takes half the damage and isn't infected with spores. After 1 hour, small bubbles and bumps appear across the skin of the infected creature. At the end of each long rest, the infected creature must make a DC 12 Constitution saving throw. On a success, the infected creature's body fights off the spores and no longer has to make the saving throw. If a creature fails the saving throw every day for 7 days, young sporous crabs hatch from the creature's skin, and the creature takes 9 (2d8) slashing damage. The spores can also be removed with a lesser restoration spell or similar magic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The sporous crab can breathe air and water."
                },
                {
                    "name": "Filthy",
                    "desc": "The sporous crab makes its home in grime and muck and is covered in filth. A creature that touches the sporous crab or hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. If a creature fails the saving throw by 5 or more, it also contracts sewer plague. On a successful saving throw, the creature is immune to the crab's Filthy trait for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 398,
            "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_sporous-crab/"
        },
        {
            "slug": "swampgas-bubble",
            "desc": "A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air._  \n**Consumers of Exhaled Gases.** Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims’ heads and extract these gases, usually in copious quantities as their victims panic and breathe harder. This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature’s breathing slows.  \n**Attracted to Fire.** A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble’s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles.  \n**Ooze Nature.** A swampgas bubble doesn’t require sleep.",
            "name": "Swampgas Bubble",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 59,
            "hit_dice": "7d8+28",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 20
            },
            "strength": 16,
            "dexterity": 7,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Suffocating Grasp",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, the swampgas bubble attaches to the target's head, and the target is blinded while the bubble is attached. While attached, the bubble can't make pseudopod attacks against the target. At the start of each of the bubble's turns, the target takes 9 (2d8) poison damage and begins suffocating as it breathes in the poisonous gases within the bubble. A creature is affected even if it holds its breath, but creatures that don't need to breathe aren't affected.\n\nThe bubble can detach itself by spending 5 feet of its movement. It does so if its target falls unconscious or dies. A creature, including the target, can take its action to detach the bubble by succeeding on a DC 13 Strength check.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bludgeoning Bounce",
                    "desc": "Whenever the swampgas bubble is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 10 feet away from the source of the bludgeoning damage. If the bubble is subjected to bludgeoning damage while attached to a creature, the bubble must succeed on a DC 13 Strength saving throw or detach from the creature and be pushed up to 5 feet away."
                },
                {
                    "name": "Fiery Death",
                    "desc": "If the swampgas bubble has half its hp or fewer and takes any fire damage, it dies explosively. Each creature within 20 feet of the bubble must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "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_swampgas-bubble/"
        },
        {
            "slug": "winterghast",
            "desc": "This blue-skinned corpse, covered in frosty patches with a ridge of icicles down its spine, lumbers forward._  \n**Eater of Frozen Corpses.** While most types of ghouls prefer freshly killed meat, winterghasts enjoy flesh afflicted with frostbite or gangrene. Since the opportunity for meals is diminished in less populated tundra, winterghasts are careful to avoid spawning additional winterghasts through the disease they inflict. This outlook also prevents winterghasts from gathering in large numbers, but they sometimes form clans for mutual protection and to keep other winterghasts from hunting in their territories. When times become lean, these clans often tear each other apart through infighting, and the survivors scatter to hunt in solitude.  \n**Scorned by Darakhul.** Even from their underground kingdoms, Open Game License",
            "name": "Winterghast",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The winterghast makes two attacks: one with its bite and one with its claw or two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract the creeping cold disease (see the Creeping Cold trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Creeping Cold",
                    "desc": "A creature that fails its saving throw against the winterghast's bite attack becomes infected with the creeping cold disease. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw each day or take 9 (2d8) cold damage and 5 (2d4) necrotic damage and suffer one level of exhaustion if the creature has no levels of exhaustion. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The exhaustion and hp maximum reduction last until the target finishes a long rest after the disease is cured. If the disease reduces the creature's hp maximum to 0, the creature dies, and it rises as a winterghast 1d4 hours later. A creature that succeeds on two saving throws against the diseases recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Hidden Stench",
                    "desc": "Fire damage melts some of the ice covering the winterghast, unleashing its horrific stench. Each creature within 20 feet of the winterghast when it takes fire damage must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "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_winterghast/"
        },
        {
            "slug": "wood-ward",
            "desc": "This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._  \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows.  \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber.  \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards.  \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.",
            "name": "Wood Ward",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 19,
            "hit_dice": "2d10+8",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wood ward makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4+1"
                },
                {
                    "name": "Horror Gaze (1/Day)",
                    "desc": "The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be 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 wood ward's Horror Gaze for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The wood ward is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wood ward has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 374,
            "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_wood-ward/"
        }
    ]
}