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

GET /v1/monsters/?format=api&ordering=-dexterity&page=5
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=-dexterity&page=6",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-dexterity&page=4",
    "results": [
        {
            "slug": "idolicdeity-tob1-2023",
            "desc": "False",
            "name": "Idolic Deity",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d6 + 56",
            "speed": {
                "walk": 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": 10,
            "skills": {
                "Deception": 8,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal, telepathy 60 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The idolic deity can use its Seduce the Righteous. It then 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."
                },
                {
                    "name": "Seduce the Righteous",
                    "desc": "The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity's choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the idolic deity takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Apostasy Aura",
                    "desc": "The idolic deity's presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a DC 16 Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The idolic deity doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the idolic deity remains motionless, it is indistinguishable from a normal statue."
                },
                {
                    "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."
                }
            ],
            "spell_list": [],
            "page_no": 239,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_idolic-deity/"
        },
        {
            "slug": "kishi-tob1-2023",
            "desc": "False",
            "name": "Kishi",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 18,
            "armor_desc": "natural armor, shield",
            "hit_points": 119,
            "hit_dice": "14d8 + 56",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 11,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Deception": 9,
                "Perception": 3,
                "Performance": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Abyssal, Celestial, Common, Draconic, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kishi makes one Bite attack and two Spear attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, detect magic, suggestion\n3/day: glibness\n1/day: dominate person"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trophy Shield",
                    "desc": "The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi."
                },
                {
                    "name": "Summon Demon (1/Day)",
                    "desc": "The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi's damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fiendish Weapons",
                    "desc": "The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."
                },
                {
                    "name": "Two Heads",
                    "desc": "The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kishi has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 84,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_kishi/"
        },
        {
            "slug": "lindwurm-tob1-2023",
            "desc": "False",
            "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": 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": 14,
            "skills": {
                "Acrobatics": 8,
                "Athletics": 7,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Sure-Footed Skater",
                    "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lindwurm/"
        },
        {
            "slug": "moonlitking-tob1-2023",
            "desc": "False",
            "name": "Moonlit King",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 204,
            "hit_dice": "24d8 + 96",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 11,
            "perception": 20,
            "skills": {
                "Arcana": 11,
                "Perception": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from attacks not made with cold iron weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Crystal Staff",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage."
                },
                {
                    "name": "Moon Bolt",
                    "desc": "Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 (2d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its true form."
                },
                {
                    "name": "Animate Shadows (Recharge 5-6)",
                    "desc": "The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a DC 19 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage, and its Strength score is reduced by 1d4. On a success, a creature takes half the damage, and its Strength score isn't reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0."
                },
                {
                    "name": "Summon Devil (1/Day)",
                    "desc": "The Moonlit King magically calls a lunar devil to aid him. The devil arrives in 1d4 rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 19):\nAt will: continual flame, invisibility (self only), moonbeam, zone of truth\n3/day each: dispel evil and good, dispel magic, major image\n1/day each: heal, project image"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Moonlight Step",
                    "desc": "The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight."
                }
            ],
            "reactions": [
                {
                    "name": "Shadow Slip",
                    "desc": "When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack."
                }
            ],
            "legendary_desc": "The Moonlit King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moonlit King regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The Moonlit King moves up to his speed without provoking opportunity attacks."
                },
                {
                    "name": "Shift Moonlight",
                    "desc": "The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa."
                },
                {
                    "name": "Attack (Costs 2 Actions)",
                    "desc": "The Moonlit King makes a Crystal Staff or Moon Bolt attack."
                },
                {
                    "name": "Spread Madness (Costs 2 Actions)",
                    "desc": "Each creature within 30 feet of the Moonlit King must succeed on a DC 19 Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Moonlit King fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Moonlit Weapons",
                    "desc": "The Moonlit King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 176,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_moonlit-king/"
        },
        {
            "slug": "oculoswarm-tob1-2023",
            "desc": "False",
            "name": "Oculo Swarm",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10 + 22",
            "speed": {
                "walk": 40,
                "fly": 5
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Insight": 6,
                "Perception": 6,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a DC 13 Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful DC 12 Wisdom (Medicine) check, provided the eye is reattached within 1 hour of the target losing the eye."
                },
                {
                    "name": "Extract Eye",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer."
                },
                {
                    "name": "Disorienting Gaze (Recharge 5-6)",
                    "desc": "The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a DC 13 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is incapacitated and moves in a random direction when it moves."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hundreds of Eyes",
                    "desc": "The oculo swarm has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the swarm isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature."
                },
                {
                    "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 eyeball. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 288,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_oculo-swarm/"
        },
        {
            "slug": "ostinato-tob1-2023",
            "desc": "False",
            "name": "Ostinato",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8 + 12",
            "speed": {
                "walk": 50
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak, telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ostinato makes two Cacophony Burst attacks."
                },
                {
                    "name": "Cacophony Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) thunder damage."
                },
                {
                    "name": "Aural Symbiosis (Recharge 6)",
                    "desc": "One Humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with the target, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect, and it can't attack. The host retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The host no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. In addition, the host has disadvantage on Wisdom saving throws, and it can't maintain concentration on spells or other effects. At the end of each long rest, the host can make a DC 13 Wisdom (Insight) check, realizing that the music it hears comes from an external entity on a success."
                },
                {
                    "name": "Contagious Tune (1/Day)",
                    "desc": "While merged with a Humanoid host, the ostinato fills the minds of nearby creatures with the same catchy tune playing in its host's mind. Each creature within 30 feet of the ostinato's host must make a DC 13 Charisma saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The ostinato then gains temporary hp equal to the single highest amount of psychic damage dealt. A deafened creature is immune to Contagious Tune."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The ostinato 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": "Invisibility",
                    "desc": "The ostinato is invisible."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ostinato has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ostinato/"
        },
        {
            "slug": "qwyllion-tob1-2023",
            "desc": "False",
            "name": "Qwyllion",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8 + 52",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 14,
            "skills": {
                "Acrobatics": 11,
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Goblin, Infernal, Sylvan, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Deadly Gaze",
                    "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time."
                },
                {
                    "name": "Charm",
                    "desc": "One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nauseating Stench",
                    "desc": "A creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature that fails this saving throw is also incapacitated while poisoned in this way. A poisoned 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 qwyllion's Nauseating Stench for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 298,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_qwyllion/"
        },
        {
            "slug": "rottingwind-tob1-2023",
            "desc": "False",
            "name": "Rotting Wind",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d10 + 39",
            "speed": {
                "walk": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "―",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rotting wind makes two Wind of Decay attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait)."
                },
                {
                    "name": "Wind of Decay",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the rotting wind's space. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Invisibility",
                    "desc": "The rotting wind is invisible."
                },
                {
                    "name": "Poisonous Aura",
                    "desc": "The rotting wind radiates an aura of poison and decay that slowly pollutes the area within 30 feet of it. Each hour the rotting wind stays in a place, nonmagical plants in the aura begin to wither, and water in the aura becomes poisoned. Nonmagical plants in the aura for 24 hours die. A creature that drinks water poisoned by the aura must succeed on a DC 14 Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait). Creatures immune to the poisoned condition are immune to this disease."
                },
                {
                    "name": "Tomb Rot",
                    "desc": "A creature infested with this disease manifests symptoms 1d4 days after infection, which include muscle weakness and rotten-smelling breath as its body rots from the inside out. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 14 Constitution saving throw or take 10 (3d6) necrotic damage and suffer one level of exhaustion. This exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The rotting wind doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 311,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_rotting-wind/"
        },
        {
            "slug": "shadowbeast-tob1-2023",
            "desc": "False",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8 + 45",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Frightful Shadows (Recharge 5-6)",
                    "desc": "The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast 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": "Magic Resistance",
                    "desc": "The shadow beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Weapons",
                    "desc": "The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shadow-beast/"
        },
        {
            "slug": "spark-tob1-2023",
            "desc": "False",
            "name": "Spark",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 104,
            "hit_dice": "16d4 + 64",
            "speed": {
                "walk": 60,
                "fly": 10
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spark makes three Electric Touch attacks."
                },
                {
                    "name": "Electric Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) lightning damage."
                },
                {
                    "name": "Inhabit",
                    "desc": "One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is incapacitated and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being paralyzed, petrified, or unconscious, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The spark doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_spark/"
        },
        {
            "slug": "strife-tob1-2023",
            "desc": "False",
            "name": "Strife",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 60,
            "hit_dice": "11d6 + 22",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Deception": 7,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The strife can use its Sow Discord. It then makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage."
                },
                {
                    "name": "Sow Discord",
                    "desc": "The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and distrusts its allies until the start of the strife's next turn. On a success, a creature takes half the damage and doesn't distrust its allies. A creature that distrusts its allies can't give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action."
                },
                {
                    "name": "Invisibility",
                    "desc": "The strife magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the strife wears or carries is invisible with it."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Induce Doubt",
                    "desc": "If a creature misses the strife with an attack, the strife can cause the attacker to doubt itself. The attacker must succeed on a DC 13 Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a d4 and subtract the number rolled from the attack roll or saving throw."
                },
                {
                    "name": "Familiar",
                    "desc": "The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check."
                },
                {
                    "name": "Delight",
                    "desc": "When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife's choice)."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "environments": [],
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            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_strife/"
        },
        {
            "slug": "swarmoffiredancers-tob1-2023",
            "desc": "False",
            "name": "Swarm of Fire Dancers",
            "size": "Medium",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8 + 36",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Ignan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks."
                },
                {
                    "name": "Singe",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer."
                },
                {
                    "name": "Frightening Visage (Recharge 5-6)",
                    "desc": "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The swarm of fire dancers doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Fire Form",
                    "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                },
                {
                    "name": "Illumination",
                    "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [],
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            "document__slug": "tob-2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-fire-dancers/"
        },
        {
            "slug": "tosculiwarrior-tob1-2023",
            "desc": "False",
            "name": "Tosculi Warrior",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d6 + 27",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Tosculi",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi warrior makes one Claw attack and one Stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Prepare Host",
                    "desc": "The tosculi extends the paralysis on a creature within 5 feet of it that was paralyzed by a tosculi's Stinger attack. The paralyzed target must succeed on a DC 13 Constitution saving throw or be paralyzed for 8 hours and no longer makes saving throws to end the paralysis. The paralysis ends if the target takes damage while below half its hp maximum. Otherwise, a spell or effect that cures disease ends this paralysis."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Crowd Tactics",
                    "desc": "The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't incapacitated."
                },
                {
                    "name": "Hive Sense",
                    "desc": "The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home."
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_tosculi-warrior/"
        },
        {
            "slug": "ushabti-tob1-2023",
            "desc": "False",
            "name": "Ushabti",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8 + 56",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 1,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ushabti makes two Nabboot attacks."
                },
                {
                    "name": "Nabboot",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is halved, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic."
                },
                {
                    "name": "Serpentine Armlets (1/Day)",
                    "desc": "The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti's arms."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Telekinesis",
                    "desc": "One creature the ushabti can see within 60 feet of it must succeed on a DC 16 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is restrained until the start of the ushabti's next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The ushabti doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the ushabti is motionless, it is indistinguishable from a normal funerary statue."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The ushabti is immune to spells and effects that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ushabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Necrotic Weapons",
                    "desc": "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ushabti/"
        },
        {
            "slug": "vila-tob1-2023",
            "desc": "False",
            "name": "Vila",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "14d8 + 14",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 18,
            "skills": {
                "Animal Handling": 8,
                "Insight": 5,
                "Intimidation": 6,
                "Perception": 8,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vila can use its Song of the Forest. It then makes two Shortsword or Shortbow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Song of the Forest",
                    "desc": "The vila sings one of the following songs at up to three creatures it can see within 30 feet of it. Each target that can hear the song must succeed on a DC 14 Wisdom saving throw or suffer the song's effect."
                },
                {
                    "name": "Denizens of the Wilds (1/Day)",
                    "desc": "The vila magically calls 1d4 wolves or 1 wampus cat. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The creatures remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Forest's Defender",
                    "desc": "Difficult terrain composed of nonmagical plants doesn't cost the vila extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, while in forested terrain, the vila has advantage on initiative rolls."
                },
                {
                    "name": "Poisoned Weapons",
                    "desc": "The vila's weapons are coated with a magical poison harvest from the forest. When the vila hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack)."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The vila can communicate with Beasts as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_vila/"
        },
        {
            "slug": "vinelord-tob1-2023",
            "desc": "False",
            "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": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine lord makes one Tendril attack and two Thorned Slam attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait)."
                },
                {
                    "name": "Thorned Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage."
                },
                {
                    "name": "Forest Protectors (1/Day)",
                    "desc": "The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Green Regeneration",
                    "desc": "While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Root Mind",
                    "desc": "The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised."
                },
                {
                    "name": "Vine Seed",
                    "desc": "A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0."
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_vine-lord/"
        },
        {
            "slug": "alchemist-archer",
            "desc": "",
            "name": "Alchemist Archer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The alchemist archer makes three longbow attacks or two scimitar attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.",
                    "name": "Alchemical Arrows"
                },
                {
                    "desc": "The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.",
                    "name": "Hunter's Aim"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alchemist-archer/"
        },
        {
            "slug": "barong",
            "desc": "",
            "name": "Barong",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d10+126",
            "speed": {
                "fly": 60,
                "walk": 60
            },
            "strength": 25,
            "dexterity": 20,
            "constitution": 25,
            "intelligence": 18,
            "wisdom": 23,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 12,
            "perception": 12,
            "skills": {
                "insight": 12,
                "perception": 12,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "desc": "Barong makes two attacks: one with his bite and one with his claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "1d8+7",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "1d6+7",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.",
                    "name": "Claws"
                },
                {
                    "desc": "Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.",
                    "name": "Summon Spirit (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.",
                    "name": "Divine Protection"
                }
            ],
            "legendary_desc": "Barong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barong regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "desc": "Barong makes one claw attack.",
                    "name": "Claw"
                },
                {
                    "desc": "Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.",
                    "name": "Enlightening Roar"
                },
                {
                    "desc": "Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.",
                    "name": "Divine Command (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.",
                    "name": "Aura of Protection"
                },
                {
                    "desc": "Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).",
                    "name": "Divine Weapons"
                },
                {
                    "desc": "Barong has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                }
            ],
            "spell_list": [],
            "page_no": 49,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_barong/"
        },
        {
            "slug": "echo",
            "desc": "",
            "name": "Echo",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "fly": 20,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Celestial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.",
                    "name": "Iron Claws"
                },
                {
                    "desc": "The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.",
                    "name": "Everywhere at Once (Recharge 5-6)"
                },
                {
                    "desc": "The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.",
                    "name": "Echoes of the Abyss (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.",
                    "name": "Aura of Cacophony"
                }
            ],
            "spell_list": [],
            "page_no": 84,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_echo/"
        },
        {
            "slug": "fey-drake",
            "desc": "",
            "name": "Fey Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 5,
                "deception": 7,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The fey drake makes three bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.",
                    "name": "Bite"
                },
                {
                    "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.",
                    "name": "Bewildering Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fey drake has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.",
                    "name": "Superior Invisibility"
                },
                {
                    "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_fey-drake/"
        },
        {
            "slug": "fulminar",
            "desc": "",
            "name": "Fulminar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "fly": 90,
                "hover": true
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 17,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "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 120 ft., passive Perception 17",
            "languages": "Auran",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The fulminar makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Lightning Shackles (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Bolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.",
                    "name": "Essence of Lightning"
                },
                {
                    "desc": "The fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.",
                    "name": "Lightning Form"
                }
            ],
            "spell_list": [],
            "page_no": 165,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "incinis",
            "desc": "",
            "name": "Incinis",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "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": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Ignan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The incinis makes two magma fist attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.",
                    "name": "Magma Fist"
                },
                {
                    "desc": "The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.",
                    "name": "Wave of Magma (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.",
                    "name": "Magma Form"
                }
            ],
            "spell_list": [],
            "page_no": 226,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_incinis/"
        },
        {
            "slug": "king-kobold",
            "desc": "",
            "name": "King Kobold",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "18 with mage armor",
            "hit_points": 112,
            "hit_dice": "25d6+25",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "insight": 8,
                "intimidation": 8,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The king kobold makes two shortsword attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Hand Crossbow"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.",
                    "name": "Uncanny Dodge"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.",
                    "name": "Cunning Action"
                },
                {
                    "desc": "If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                },
                {
                    "desc": "The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_king-kobold/"
        },
        {
            "slug": "moon-drake",
            "desc": "",
            "name": "Moon Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "fly": 100,
                "walk": 25
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "insight": 7
            },
            "damage_vulnerabilities": "varies (see Moonbound)",
            "damage_resistances": "varies (see Moonbound)",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Celestial, Common, Draconic",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The moon drake makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage. A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. Hit: The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy.",
                    "name": "Moonlight Nip"
                },
                {
                    "desc": "The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Lunarbeam (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Form of Moonlight"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy.",
                    "name": "Curative Saliva"
                },
                {
                    "desc": "A moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits.",
                    "name": "Moonbound"
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "environments": [],
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "adult_blue_dragon_bf",
            "desc": "",
            "name": "Adult Blue Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 267,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 80
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 32,
            "intelligence": 16,
            "wisdom": 24,
            "charisma": 28,
            "strength_save": 7,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": 3,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Charged Hide",
                    "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 19 CON save or be incapacitated until the start of its next turn."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "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_adult-blue-dragon/"
        },
        {
            "slug": "adult_brass_dragon_bf",
            "desc": "",
            "name": "Adult Brass Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 30,
            "intelligence": 14,
            "wisdom": 22,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 10,
            "intelligence_save": 2,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 21,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Sleep Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Sleep Breath (Recharge 6)",
                    "desc": "The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 CON save or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Suffocating Heat",
                    "desc": "As the **young brass dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 18."
                }
            ],
            "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_adult-brass-dragon/"
        },
        {
            "slug": "adult_bronze_dragon_bf",
            "desc": "",
            "name": "Adult Bronze Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 255,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 32,
            "intelligence": 16,
            "wisdom": 24,
            "charisma": 28,
            "strength_save": 7,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": 3,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Repulsion Breath (Recharge 6)",
                    "desc": "The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 STR save or be pushed up to 30 feet away from the dragon."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Lightning Extraction",
                    "desc": "As the **young bronze dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 19."
                }
            ],
            "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_adult-bronze-dragon/"
        },
        {
            "slug": "adult_silver_dragon_bf",
            "desc": "",
            "name": "Adult Silver Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 267,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 26,
            "dexterity": 20,
            "constitution": 34,
            "intelligence": 16,
            "wisdom": 24,
            "charisma": 28,
            "strength_save": 8,
            "dexterity_save": 5,
            "constitution_save": 12,
            "intelligence_save": 3,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 CON save, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Paralyzing Breath (Recharge 6)",
                    "desc": "As the **silver dragon wyrmling**, except it is a 60-foot cone, and the save DC is 20."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Freezing Fog",
                    "desc": "As the **young silver dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 20."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "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_adult-silver-dragon/"
        },
        {
            "slug": "adult_white_dragon_bf",
            "desc": "",
            "name": "Adult White Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 238,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 80,
                "swim": 40
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 32,
            "intelligence": 8,
            "wisdom": 24,
            "charisma": 24,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": -1,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage plus 4 (1d8) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 CON save, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 15 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Numbing Chill",
                    "desc": "When the white dragon hasn't unleashed its Cold Breath, the cold builds up within it and ripples outward from it. While the dragon's Cold Breath is available, it emits a numbing chill, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 19 CON save or its speed is reduced by 15 feet."
                }
            ],
            "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_adult-white-dragon/"
        },
        {
            "slug": "air_elemental_bf",
            "desc": "",
            "name": "Air Elemental",
            "size": "large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 94,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "fly": 90,
                "hover": true
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": 2,
            "dexterity_save": 5,
            "constitution_save": 2,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder,Elemental Resilience",
            "damage_immunities": "lightning,Elemental Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Auran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two Wind Lash or Lightning Bolt attacks."
                },
                {
                    "name": "Wind Lash",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage."
                },
                {
                    "name": "Lightning Bolt",
                    "desc": "_Ranged Weapon Attack:_ +8 to hit, range 30/120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage."
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in the elemental's space must make a DC 13 STR save. On a failure, a target takes 18 (3d8+5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. If the save is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Thunderous Retreat",
                    "desc": "When a creature the air elemental can see deals damage to it, the elemental can expel a crack of thunder and move up to 15 feet to an unoccupied space it can see. Each creature within 5 feet of the space the elemental left must succeed on a DC 13 CON save or take 7 (2d6) thunder damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Cloud Camouflage",
                    "desc": "The elemental's Stealth is 20 while in clouds, fog, or windy weather."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The elemental doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Elemental Resilience",
                    "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."
                }
            ],
            "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_air-elemental/"
        },
        {
            "slug": "androsphinx_bf",
            "desc": "",
            "name": "Androsphinx",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "Sphinxes",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 284,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 32,
            "intelligence": 28,
            "wisdom": 30,
            "charisma": 22,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": 9,
            "wisdom_save": 10,
            "charisma_save": 6,
            "perception": 20,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Monstrosity Resilience",
            "damage_immunities": "psychic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Common,Sphinx",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sphinx makes four Claw or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 17 (2d10+6) slashing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +12 to hit, range 120 ft., one target. _Hit:_ 24 (4d8+6) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The sphinx casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 18).<br>At will: _command_, _detect evil and good_, _thaumaturgy_<br>3/day each: _dispel magic_, _restoration_, _tongues_, _zone of truth_<br>2/day each: _freedom of movement_, _greater restoration_<br>1/day: _heal_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Roar",
                    "desc": "The sphinx emits one of the following magical roars. Each roar is audible up to 300 feet away. When it roars, the sphinx chooses up to three creatures it can see within 120 feet of it to be affected by the roar. A creature that fails a save and is affected by an ongoing effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.\n- **Rumbling Roar.** This deep roar rumbles through each target's body, rattling it to its bones. Each target must succeed on a DC 18 CON save or deal only half damage with weapon attacks that use STR or DEX for 1 minute.\n- **Terrifying Roar.** This shrill roar tugs at the self-preservation instincts within creatures. Each target must succeed on a DC 18 WIS save or be frightened for 1 minute. While frightened, a creature's speed is 0. If a creature fails the save by 5 or more, it is also paralyzed while frightened.\n- **Thunderous Roar.** This booming roar slams against the chosen creatures. Each target must succeed on a DC 18 STR save or be pushed up to 15 feet away from the sphinx, knocked prone, and deafened for 1 minute."
                }
            ],
            "reactions": [],
            "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "The sphinx uses Spellcasting."
                },
                {
                    "name": "Lacerating Swipe (Costs 2 Actions)",
                    "desc": "The sphinx rears up on its hind legs, wings fluttering, and swipes in a wide arc with both its forepaws. Each creature in a 15-foot cone must succeed on a DC 18 DEX save or take 11 (2d10) slashing damage and suffer a bleeding wound. A creature with a bleeding wound loses 5 (1d10) HP at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 18 WIS (Medicine) check. The wound also closes if the bleeding creature receives magical healing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Inscrutable",
                    "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magical Claws",
                    "desc": "The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 2d8 force damage (included in the attack)."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The sphinx is resistant to exhaustion and to the frightened condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_androsphinx/"
        },
        {
            "slug": "cloaker_bf",
            "desc": "",
            "name": "Cloaker",
            "size": "large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 4,
            "dexterity_save": 5,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Aberrant Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Deep Speech,Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cloaker makes one Bite attack and two Tail attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage on the attack roll, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can't make Bite attacks, and at the start of each of the cloaker's turns, the target takes 18 (4d6+4) piercing damage. The attached cloaker moves with the target whenever the target moves, requiring none of the cloaker's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 15 STR check."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."
                },
                {
                    "name": "Moan (Recharge 6)",
                    "desc": "The cloaker releases a deep, thrumming moan that rattles the nerves of all who hear it. Each creature within 30 feet of the cloaker that can hear the moan and that isn't an Aberration must make a DC 15 WIS save. On a failure, a creature takes 40 (9d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cloak of Shadows (3/Day)",
                    "desc": "While the cloaker isn't in bright light, it pulls shadows around itself, partially obscuring its form. For 1 minute or until the cloaker is hit with an attack, the cloaker's Stealth is 20, and creatures have disadvantage on attack rolls against the cloaker."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aberrant Resilience",
                    "desc": "The cloaker is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."
                },
                {
                    "name": "Damage Transfer",
                    "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in bright light, the cloaker has disadvantage on attack rolls, and its Perception is 6 when perceiving by sight."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_cloaker/"
        },
        {
            "slug": "couatl_bf",
            "desc": "",
            "name": "Couatl",
            "size": "medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 77,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 24,
            "charisma": 22,
            "strength_save": 3,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Celestial Resilience",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "all,telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The couatl makes one Bite attack and one Constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6+5) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 HP, the couatl can choose for the target to be stable but poisoned for 1 hour, even after regaining HP, and is unconscious while poisoned in this way."
                },
                {
                    "name": "Constrict",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the couatl can't Constrict another target."
                },
                {
                    "name": "Healing Hiss (3/Day)",
                    "desc": "The couatl croons a soothing hiss at a creature it can sense within 5 feet of it. The target magically regains 10 (3d6) HP and is freed from any disease or poison."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The couatl magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the couatl's choice). It reverts to its true form if it dies. In a new form, the couatl retains its Celestial Resilience and Inscrutable traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action and the Rainbow Shield reaction. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [
                {
                    "name": "Rainbow Shield",
                    "desc": "When a creature the couatl can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has disadvantage on the attack roll. If the protected creature hasn't attacked or harmed another creature within the last minute, the attacker's attack misses instead."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Celestial Resilience",
                    "desc": "The couatl is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks."
                },
                {
                    "name": "Inscrutable",
                    "desc": "The couatl is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells or effects, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the couatl's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The couatl has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The couatl's weapon attacks are magical."
                }
            ],
            "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_couatl/"
        },
        {
            "slug": "husk_demon_bf",
            "desc": "",
            "name": "Husk Demon",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 82,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 25
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": 1,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": -2,
            "wisdom_save": -1,
            "charisma_save": -3,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "necrotic,exhaustion,prone,Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Void Speech,telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The husk demon makes two Life Drain attacks."
                },
                {
                    "name": "Life Drain",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8+3) slashing damage plus 9 (2d8) necrotic damage, and the husk demon regains HP equal to half the necrotic damage dealt. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creatures finishes a long rest. The target dies if this effect reduces its HP maximum to 0."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Soul Feed",
                    "desc": "The husk demon feasts on the light in the soul of up to two creatures it can see within 20 feet of it, causing one of the following effects. Each target must succeed on a DC 15 CHA save or suffer the chosen effect. A creature that fails the save against Soul Feed two rounds in a row suffers one level of exhaustion.\n- **Happiness Feast.** The husk demon feasts on the target's happiness, causing the target to become crestfallen. The target has disadvantage on attack rolls until the end of its next turn.\n- **Hope Feast.** The husk demon feasts on the target's hope, causing the target to become despondent. The target has disadvantage on saves until the end of its next turn.\n- **Motivation Feast.** The husk demon feasts on the target's motivation, causing the target to lose its ambitions and become apathetic. The target's speed is halved until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The husk demon can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Demonic Resilience",
                    "desc": "The husk demon is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The husk demon has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_husk-demon/"
        },
        {
            "slug": "insatiable_brood_bf",
            "desc": "",
            "name": "Insatiable Brood",
            "size": "medium",
            "type": "Swarm",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 63,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "fly": 50
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": 0,
            "dexterity_save": 5,
            "constitution_save": 1,
            "intelligence_save": -3,
            "wisdom_save": 1,
            "charisma_save": -2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold,Swarm Resilience",
            "damage_immunities": "Swarm Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands Void Speech but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 0 ft., one creature in the swarm's space. _Hit:_ 14 (4d6) piercing damage plus 18 (4d8) force damage, or 7 (2d6) piercing damage plus 9 (2d8) force damage if the insatiable brood has half its HP or fewer."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Void Gaze",
                    "desc": "The insatiable brood turns all its individual heads in one direction, and its hundreds of Void-filled eyes stare at one creature the brood can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it suffers a random, short-term dread effect for 1 minute."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aberrant Resilience",
                    "desc": "The insatiable brood has advantage on saves against spells or effects that would alter its form."
                },
                {
                    "name": "Magic Bites",
                    "desc": "The insatiable brood's Bites attacks are magical."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The insatiable brood deals double damage to objects and structures."
                },
                {
                    "name": "Swarm",
                    "desc": "The insatiable brood can occupy another creature's space and vice versa, and the brood can move through any opening large enough for a Tiny creature. The brood can't regain HP or gain temporary HP."
                },
                {
                    "name": "Swarm Resilience",
                    "desc": "The swarm is resistant to bludgeoning, piercing, and slashing damage, and it is immune to the charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned conditions."
                },
                {
                    "name": "Void Dweller",
                    "desc": "The insatiable brood doesn't require air, food, drink, or sleep, and it is immune to the effects of Void terrain. In addition, it can fly through the Void as if through air."
                }
            ],
            "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_insatiable-brood/"
        },
        {
            "slug": "marilith_bf",
            "desc": "",
            "name": "Marilith",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 217,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 28,
            "dexterity": 20,
            "constitution": 30,
            "intelligence": 18,
            "wisdom": 26,
            "charisma": 30,
            "strength_save": 9,
            "dexterity_save": 5,
            "constitution_save": 10,
            "intelligence_save": 4,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Abyssal,telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marilith makes two Dagger attacks, two Mace attacks, and two Longsword attacks. It can replace two Dagger attacks with a Tail attack."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +9 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 9 (2d4+4) piercing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Mace",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Longsword",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one creature. _Hit:_ 20 (3d10+4) bludgeoning damage plus 7 (2d6) fire damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its Tail, and the marilith can't make Tail attacks against other targets."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Marilith Tactics",
                    "desc": "The marilith shouts one of the following commands at up to two friendly creatures it can see within 30 feet of it:\n- **March!** Each target can use a reaction to move up to half its speed in a direction of the marilith's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks.\n- **Protect Yourself!** Each target gains the marilith's Parry reaction until the start of the marilith's next turn.\n- **Remember Your Training!** Each target has advantage on the next weapon attack roll it makes before the start of the marilith's next turn."
                },
                {
                    "name": "Teleport",
                    "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The marilith is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Flaming Weapons",
                    "desc": "The marilith's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The marilith has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Reactive",
                    "desc": "The marilith gets up to five extra reactions, but these extra reactions can be used only for Parry."
                }
            ],
            "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_marilith/"
        },
        {
            "slug": "planetar_bf",
            "desc": "",
            "name": "Planetar",
            "size": "large",
            "type": "Celestial",
            "subtype": "Angel",
            "group": "Angels",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 242,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 34,
            "intelligence": 18,
            "wisdom": 32,
            "charisma": 32,
            "strength_save": 7,
            "dexterity_save": 5,
            "constitution_save": 12,
            "intelligence_save": 4,
            "wisdom_save": 11,
            "charisma_save": 11,
            "perception": 21,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Angelic Resilience",
            "damage_immunities": "Angelic Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "all,telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage."
                },
                {
                    "name": "Radiant Bolt",
                    "desc": "_Ranged Spell Attack:_ +11 to hit, range 60 ft., one target. _Hit:_ 33 (6d8+6) radiant damage."
                },
                {
                    "name": "Radiant Burst (Recharge 6)",
                    "desc": "A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn."
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _daylight_, _raise dead_ (as an action)"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Angelic Resilience",
                    "desc": "The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."
                },
                {
                    "name": "Angelic Senses",
                    "desc": "The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."
                },
                {
                    "name": "Angelic Weapons",
                    "desc": "The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The planetar knows if it hears a lie."
                },
                {
                    "name": "Divine Protection",
                    "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "The planetar doesn't require food, drink, or sleep."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The planetar has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_planetar/"
        },
        {
            "slug": "quasit_bf",
            "desc": "",
            "name": "Quasit",
            "size": "tiny",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 35,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": -3,
            "dexterity_save": 5,
            "constitution_save": 0,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Abyssal,Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws (True Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Slam (Beast Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning, piercing, or slashing damage (based on the type of damage dealt by the Beast form's primary attack, such as Bite)."
                },
                {
                    "name": "Invisibility (True Form Only)",
                    "desc": "The quasit magically turns invisible until it attacks, uses Scare, or uses Change Shape, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The quasit magically transforms into a Medium or smaller Beast that has a CR no higher than its own or back into its true form, which is a Fiend. Its statistics, other than its size and speed, are the same in each form.<br>Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                },
                {
                    "name": "Scare (1/Day; True Form Only)",
                    "desc": "One creature of the quasit's choice within 20 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened 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."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The quasit is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The quasit has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_quasit/"
        },
        {
            "slug": "spy_bf",
            "desc": "",
            "name": "Spy",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": 0,
            "dexterity_save": 5,
            "constitution_save": 0,
            "intelligence_save": 1,
            "wisdom_save": 2,
            "charisma_save": 3,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spy makes two Shortsword or Hand Crossbow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +5 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The spy takes the Dash, Disengage, or Hide action."
                },
                {
                    "name": "Feint (Recharge 4-6)",
                    "desc": "The spy makes a feint at one creature within 5 feet of it, pretending to go in for an attack in one direction only to change it up at the last moment. The target must succeed on a DC 13 WIS save or the spy has advantage on the next attack roll it makes against the target."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_spy/"
        },
        {
            "slug": "stone_giant_bf",
            "desc": "",
            "name": "Stone Giant",
            "size": "huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 156,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 0,
            "wisdom_save": 4,
            "charisma_save": -1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "thunder,Giant Attributes",
            "damage_resistances": "lightning,petrified,Giant Attributes",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two Stony Fist or Rock attacks."
                },
                {
                    "name": "Stony Fist",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."
                },
                {
                    "name": "Rock",
                    "desc": "_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wrestle",
                    "desc": "The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."
                }
            ],
            "reactions": [
                {
                    "name": "Missile Deflection",
                    "desc": "If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Giant Attributes",
                    "desc": "The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "The giant's Stealth is 20 while in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_stone-giant/"
        },
        {
            "slug": "vampire_thrall_bf",
            "desc": "",
            "name": "Vampire Thrall",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "Vampires",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 10
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 5,
            "constitution_save": 4,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "exhaustion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 30 ft.",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vampire thrall makes two Rapier attacks."
                },
                {
                    "name": "Rapier",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Repay the Gift",
                    "desc": "When a friendly vampire the thrall can see within 5 feet of it is hit by an attack that would reduce the vampire to 0 HP, the thrall can give some of its life force to save the vampire. The thrall loses 10 (3d6) HP, and the vampire regains HP equal to that amount."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood-Bound",
                    "desc": "If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week, and it loses darkvision and its Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood."
                },
                {
                    "name": "Limited Regeneration",
                    "desc": "The thrall regains 2 HP at the start of its turn if it has at least 1 HP and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the thrall has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_vampire-thrall/"
        },
        {
            "slug": "vrock_bf",
            "desc": "",
            "name": "Vrock",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 22,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 5,
            "constitution_save": 4,
            "intelligence_save": -1,
            "wisdom_save": 6,
            "charisma_save": 2,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Abyssal,telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vrock makes one Beak attack and two Talon attacks."
                },
                {
                    "name": "Beak",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage."
                },
                {
                    "name": "Talon",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10+3) slashing damage."
                },
                {
                    "name": "Wing Spores (Recharge 5-6)",
                    "desc": "The vrock shakes a cloud of toxic spores from its wings. Each creature within 15 feet of it must make a DC 15 CON save. On a failure, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. While poisoned, a creature takes 3 (1d6) poison damage at the start of each of its turns. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the poisoned creature also ends the effect on it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Startling Screech",
                    "desc": "The vrock emits a horrific screech at one creature it can see within 30 feet of it. The target must succeed on a DC 14 CON save or be able to take either an action or bonus action on its turn, not both, and it can't take reactions."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The vrock is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vrock has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_vrock/"
        },
        {
            "slug": "young_black_dragon_bf",
            "desc": "",
            "name": "Young Black Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": 5,
            "dexterity_save": 5,
            "constitution_save": 6,
            "intelligence_save": 1,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales acid in a 3-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Acidic Vapors",
                    "desc": "After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or be poisoned until the start of its next turn."
                },
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-black-dragon/"
        },
        {
            "slug": "jackalope-a5e",
            "desc": "",
            "name": "Jackalope",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 55,
            "hit_dice": "10d4+30",
            "speed": {
                "walk": 50
            },
            "strength": 11,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 2,
                "deception": 4,
                "perception": 5,
                "stealth": 6,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning",
            "damage_immunities": "",
            "condition_immunities": "stunned",
            "senses": "passive Perception 17",
            "languages": "understands Common but cannot speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the jackalope moves at least 20 feet straight towards the target before the attack  the attack deals an extra 7 (2d6) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The jackalope takes the Disengage or Hide action."
                }
            ],
            "reactions": [
                {
                    "name": "Uncanny Dodge",
                    "desc": "When an attacker the jackalope can see hits it with an attack, the jackalope halves the attacks damage against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The jackalope has advantage on Perception checks that rely on hearing."
                },
                {
                    "name": "Mimicry",
                    "desc": "The jackalope can imitate sounds it hears frequently, such as a simple phrase or an animal noise. Recognizing the sounds as imitation requires a DC 14 Insight check."
                }
            ],
            "spell_list": [],
            "page_no": 453,
            "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_jackalope/"
        },
        {
            "slug": "invisible-stalker",
            "desc": "",
            "name": "Invisible Stalker",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 104,
            "hit_dice": "16d8+32",
            "speed": {
                "hover": true,
                "walk": 50,
                "fly": 50
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "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 18",
            "languages": "Auran, understands Common but doesn't speak it",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stalker makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Invisibility",
                    "desc": "The stalker is invisible."
                },
                {
                    "name": "Faultless Tracker",
                    "desc": "The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [
                "Temple",
                "Urban",
                "Plane Of Air",
                "Swamp",
                "Settlement",
                "Grassland",
                "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_invisible-stalker/"
        },
        {
            "slug": "adult-wind-dragon",
            "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.",
            "name": "Adult Wind Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 237,
            "hit_dice": "19d12+114",
            "speed": {
                "walk": 40,
                "fly": 90
            },
            "strength": 24,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": 14,
            "skills": {
                "acrobatics": 10,
                "intimidation": 10,
                "perception": 14,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "charmed, exhausted, paralyzed, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 24",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Breath of Gales (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt"
                },
                {
                    "name": "Fog Vision",
                    "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dragon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Uncontrollable",
                    "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."
                },
                {
                    "name": "Whirling Winds",
                    "desc": "Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 143,
            "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_adult-wind-dragon/"
        },
        {
            "slug": "ancient-wind-dragon",
            "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.",
            "name": "Ancient Wind Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 425,
            "hit_dice": "23d20+184",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 28,
            "dexterity": 19,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 12,
            "perception": 17,
            "skills": {
                "acrobatics": 11,
                "arcana": 11,
                "intimidation": 12,
                "perception": 17,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, ranged weapons",
            "condition_immunities": "charmed, exhausted, paralyzed, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 27",
            "languages": "Common, Draconic, Dwarvish, Elvish, Primordial",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Breath of Gales (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm"
                },
                {
                    "name": "Fog Vision",
                    "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dragon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Uncontrollable",
                    "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."
                },
                {
                    "name": "Whirling Winds",
                    "desc": "Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons."
                },
                {
                    "name": "Wind Dragon's Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn."
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "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_ancient-wind-dragon/"
        },
        {
            "slug": "bastet-temple-cat",
            "desc": "_A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple._  \n**Bred for Magic.** Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.  \n**Lazy Temple Pets.** By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then.  \n**Fierce Shrine Guardians.** By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.",
            "name": "Bastet Temple Cat",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 40,
            "hit_dice": "9d6+9",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 8,
            "dexterity": 19,
            "constitution": 12,
            "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": 5,
            "skills": {
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Nurian, and Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The temple cat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Fascinating Lure",
                    "desc": "The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The temple cat has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:\n\nat will: guidance\n\n3/day each: charm person, cure wounds\n\n1/day: enhance ability (only Cat's Grace)"
                },
                {
                    "name": "Priestly Purr",
                    "desc": "When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait."
                }
            ],
            "spell_list": [],
            "page_no": 32,
            "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_bastet-temple-cat/"
        },
        {
            "slug": "deep-drake",
            "desc": "_This large, unnerving drake’s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail._  \n**Friend to Ghouls.** The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes’ poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake.  \n**Love Darkness.** Life underground has warped the drakes. Whereas most drakes attach themselves to humanoids, these creatures feel much more at home with aberrations and undead. They avoid sunlight and are strictly nocturnal when on the surface.  \n**Few in Number.** A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10-20 years, the drakes reproduce, resulting in three or four three‑foot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A “household drake” is a great status symbol in some deep places, and surface necromancers who have heard of them are often extremely eager to acquire one.  \nDeep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark.",
            "name": "Deep Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 50,
                "climb": 30,
                "fly": 100
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "insight": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack, two claw attacks, and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The drake has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "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-drake/"
        },
        {
            "slug": "dorreq",
            "desc": "_These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak._  \n**Servants of the Void.** The dorreqi are servants to ancient horrors of the void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve.  \n**Death from Above.** Dorreq prefer to drop on their victims from above, pinning them in a grapple attack with their many tentacles and biting them with their large chitinous beaks.",
            "name": "Dorreq",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "17d8+17",
            "speed": {
                "walk": 20,
                "climb": 15
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Entanglement",
                    "desc": "Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement."
                }
            ],
            "spell_list": [],
            "page_no": 124,
            "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_dorreq/"
        }
    ]
}