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

GET /v1/monsters/?format=api&ordering=-intelligence&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=-intelligence&page=6",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-intelligence&page=4",
    "results": [
        {
            "slug": "liosalfar",
            "desc": "_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._  \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.  \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement.  \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns.  \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.”  \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.",
            "name": "Liosalfar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "20d10",
            "speed": {
                "fly": 60,
                "hover": true
            },
            "strength": 10,
            "dexterity": 25,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 3,
            "intelligence_save": 7,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "arcana": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic, radiant",
            "condition_immunities": "blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 120 ft., truesight 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Primordial, Elvish, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liosalfar makes two Disrupting Touch attacks."
                },
                {
                    "name": "Disrupting Touch",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.",
                    "attack_bonus": 10,
                    "damage_dice": "4d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alien Mentality",
                    "desc": "A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round."
                },
                {
                    "name": "Darkness Vulnerability",
                    "desc": "Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam"
                },
                {
                    "name": "Lightform",
                    "desc": "Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form."
                },
                {
                    "name": "Prismatic Glow",
                    "desc": "Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness."
                }
            ],
            "spell_list": [],
            "page_no": 277,
            "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_liosalfar/"
        },
        {
            "slug": "nichny",
            "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "acrobatics": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Elvish, Primordial, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nichny makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."
                },
                {
                    "name": "Imbue Luck (1/Day)",
                    "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"
                },
                {
                    "name": "Luck Aura",
                    "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying",
                    "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_nichny/"
        },
        {
            "slug": "red-hag",
            "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._  \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion.  \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.  \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.",
            "name": "Red Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 22,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 9,
                "deception": 5,
                "insight": 7,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Druidic, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Siphoning Aura (Recharge 5-6)",
                    "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Blood Sense",
                    "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "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_red-hag/"
        },
        {
            "slug": "adult_copper_dragon_bf",
            "desc": "",
            "name": "Adult Copper Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 252,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 30,
            "intelligence": 18,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 6,
            "constitution_save": 10,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "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 Slowing 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": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Slowing Breath (Recharge 6)",
                    "desc": "As the **copper dragon wyrmling**, except it is a 60-foot cone, and the save DC is 18."
                }
            ],
            "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 acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid 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": "Corrosive Scales",
                    "desc": "As the **young copper dragon**."
                },
                {
                    "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-copper-dragon/"
        },
        {
            "slug": "adult_gold_dragon_bf",
            "desc": "",
            "name": "Adult Gold Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 301,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 26,
            "constitution": 36,
            "intelligence": 18,
            "wisdom": 32,
            "charisma": 30,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": 4,
            "wisdom_save": 11,
            "charisma_save": 10,
            "perception": 27,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "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 Weakening Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +14 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 18 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 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Weakening Breath (Recharge 6)",
                    "desc": "As the **gold dragon wyrmling**, except it is a 60-foot cone, and the save DC is 21."
                }
            ],
            "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 18 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 22 DEX 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": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Golden Splendor",
                    "desc": "As the **young gold dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 21."
                },
                {
                    "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-gold-dragon/"
        },
        {
            "slug": "ancient_blue_dragon_bf",
            "desc": "",
            "name": "Ancient Blue Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 355,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 28,
            "dexterity": 22,
            "constitution": 38,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 32,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 14,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 27,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) 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 19 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 99 (18d10) 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 19 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 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) 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 30 feet of the dragon must succeed on a DC 22 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_ancient-blue-dragon/"
        },
        {
            "slug": "ancient_bronze_dragon_bf",
            "desc": "",
            "name": "Ancient Bronze Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 314,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 28,
            "dexterity": 22,
            "constitution": 38,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 32,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 14,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 27,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "19",
            "cr": 19.0,
            "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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) 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 19 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 88 (16d10) 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 90-foot cone. Each creature in that area must succeed on a DC 22 STR save or be pushed up to 45 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 19 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 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) 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 30 feet of the dragon, and the save DC is 22."
                }
            ],
            "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_ancient-bronze-dragon/"
        },
        {
            "slug": "ancient_red_dragon_bf",
            "desc": "",
            "name": "Ancient Red Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "natural armor",
            "hit_points": 382,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 42,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 36,
            "strength_save": 10,
            "dexterity_save": 7,
            "constitution_save": 16,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 13,
            "perception": 26,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "21",
            "cr": 21.0,
            "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:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) 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 21 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 cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire 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 21 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 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Boil Over",
                    "desc": "When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 24 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."
                },
                {
                    "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_ancient-red-dragon/"
        },
        {
            "slug": "ancient_silver_dragon_bf",
            "desc": "",
            "name": "Ancient Silver Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 355,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 30,
            "dexterity": 22,
            "constitution": 40,
            "intelligence": 18,
            "wisdom": 28,
            "charisma": 32,
            "strength_save": 10,
            "dexterity_save": 6,
            "constitution_save": 15,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 25,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "20",
            "cr": 20.0,
            "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:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) 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 19 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 90-foot cone. Each creature in that area must make a DC 23 CON save, taking 99 (22d8) 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 90-foot cone, and the save DC is 23."
                }
            ],
            "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 19 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 15 feet of the dragon must succeed on a DC 24 DEX save or take 17 (2d6+10) 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 30 feet of the dragon, and the save DC is 23."
                },
                {
                    "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_ancient-silver-dragon/"
        },
        {
            "slug": "assassin_bf",
            "desc": "",
            "name": "Assassin",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 157,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 22,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 6,
            "constitution_save": 2,
            "intelligence_save": 4,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Thieves' Cant plus any two languages",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The assassin makes three Shortsword or Hand Crossbow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Step",
                    "desc": "The assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the assassin is subjected to an effect that allows it to make a DEX save to take only half damage, the assassin instead takes no damage if it succeeds on the save, and only half damage if it fails."
                },
                {
                    "name": "Poisoned Weapons",
                    "desc": "The assassin's weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the assassin can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the assassin's next turn.\n- **Assassin's Friend.** A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.\n- **Buyer's Mercy.** A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.\n- **Meddler's Fate.** A creature poisoned by a weapon coated with this poison has its speed halved while poisoned."
                }
            ],
            "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_assassin/"
        },
        {
            "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": "glabrezu_bf",
            "desc": "",
            "name": "Glabrezu",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 154,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 28,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 18,
            "wisdom": 24,
            "charisma": 24,
            "strength_save": 9,
            "dexterity_save": 2,
            "constitution_save": 9,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 17,
            "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": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The glabrezu makes two Claw attacks and two Pincer attacks, or it makes four Crackling Flame Bolt attacks. It can replace both Claw attacks with two Crackling Flame Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 10 (2d4+5) slashing damage plus 3 (1d6) fire damage and 3 (1d6) lightning damage."
                },
                {
                    "name": "Pincer",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The glabrezu has two pincers, each of which can grapple only one target."
                },
                {
                    "name": "Crackling Flame Bolt",
                    "desc": "_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 6 (1d6+3) fire damage plus 10 (3d6) lightning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Manipulating Whispers",
                    "desc": "The glabrezu whispers in the mind of a creature it can see within 120 feet of it, encouraging the creature to commit wicked acts. The target must succeed on a DC 17 CHA save or succumb to one of the following urges:\n- **Boastful Stance.** The target is overcome with surety of its own battle prowess, momentarily letting down its guard. Creatures have advantage on attack rolls against the target until the start of the glabrezu's next turn.\n- **Confirmation of Wealth.** The target is briefly overcome with the desire to confirm the amount and status of its valuables. It uses either an action or bonus action on its next turn (the glabrezu's choice) to count and take stock of its valuables.\n- **Wrathful Strike.** Anger fills the target, and it immediately lashes out at those nearby. The target uses its reaction to make one melee weapon attack against a creature of the glabrezu's choice within 5 feet of the target."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The glabrezu 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 glabrezu has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Point Blank Grappler",
                    "desc": "When the glabrezu makes a Crackling Flame Bolt attack, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, provided it is grappling that creature."
                }
            ],
            "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_glabrezu/"
        },
        {
            "slug": "green_dragon_wyrmling_bf",
            "desc": "",
            "name": "Green Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 51,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": 2,
            "dexterity_save": 3,
            "constitution_save": 3,
            "intelligence_save": 4,
            "wisdom_save": 2,
            "charisma_save": 3,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage plus 3 (1d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 CON save, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_green-dragon-wyrmling/"
        },
        {
            "slug": "ice_devil_bf",
            "desc": "",
            "name": "Ice Devil",
            "size": "large",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 193,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 24,
            "constitution": 28,
            "intelligence": 18,
            "wisdom": 24,
            "charisma": 28,
            "strength_save": 5,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": 4,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "blinded,Devilish Resilience",
            "damage_immunities": "cold,Devilish Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two Claw attacks and one Tail attack, or it makes three Icicle Shard attacks."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 18 (4d8) cold damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage plus 18 (4d8) cold damage."
                },
                {
                    "name": "Icicle Shard",
                    "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 13 (2d8+4) piercing damage plus 18 (4d8) cold damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ice Wall",
                    "desc": "The ice devil causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the devil's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 17 DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br>The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage."
                }
            ],
            "reactions": [
                {
                    "name": "Ice Shield",
                    "desc": "When the ice devil or a friendly creature it can see is hit by an attack, the devil can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Snow Walk",
                    "desc": "The devil can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."
                }
            ],
            "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_ice-devil/"
        },
        {
            "slug": "mage_apprentice_bf",
            "desc": "",
            "name": "Mage Apprentice",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "13 with mage armor",
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -1,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 4,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 2 (1d4) piercing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 11 (2d8+2) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mage apprentice casts one of the following spells, using INT as the spellcasting ability (spell save DC 12).<br>At will: _mage hand_, _minor illusion_<br>1/day each: _color spray_, _mage armor_, _sleep_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Weapons",
                    "desc": "The mage apprentice's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack)."
                },
                {
                    "name": "Reckless Show-Off",
                    "desc": "If it can see a fellow apprentice or its magical teacher at the start of its turn, the mage apprentice has advantage on the first spell attack roll it makes during that turn, but attack rolls against it also have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_mage-apprentice/"
        },
        {
            "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": "adultmithraldragon-tob1-2023",
            "desc": "False",
            "name": "Adult Mithral Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 253,
            "hit_dice": "22d12 + 110",
            "speed": {
                "walk": 80,
                "fly": 40
            },
            "strength": 12,
            "dexterity": 22,
            "constitution": 21,
            "intelligence": 18,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": 26,
            "skills": {
                "History": 10,
                "Insight": 10,
                "Perception": 16,
                "Persuasion": 10,
                "Stealth": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "slashing",
            "condition_immunities": "charmed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 26",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "18",
            "cr": 18.0,
            "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: 17 (2d10 + 6) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 5th level or lower on the target."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 +6) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a DC 19 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 14 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 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 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Shard Breath (Recharge 5-6)",
                    "desc": "The mithral dragon spits metallic shards in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (12d6) slashing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 (2d6) slashing damage for every 5 feet it travels."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "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 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "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": "Mithral Scales",
                    "desc": "If the dragon rolls a 20 on a saving throw against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target."
                }
            ],
            "spell_list": [],
            "page_no": 122,
            "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_adult-mithral-dragon/"
        },
        {
            "slug": "ancientvoiddragon-tob1-2023",
            "desc": "False",
            "name": "Ancient Void Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 22,
            "armor_desc": "natural armor",
            "hit_points": 429,
            "hit_dice": "22d20 + 198",
            "speed": {
                "walk": 80,
                "fly": 40
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 29,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 16,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 13,
            "perception": 26,
            "skills": {
                "Arcana": 18,
                "History": 18,
                "Perception": 16,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 26",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "24",
            "cr": 24.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."
                },
                {
                    "name": "Aura of Madness",
                    "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 suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons."
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales localized gravity in a 90-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 24 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute."
                },
                {
                    "name": "Stellar Breath",
                    "desc": "The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC."
                }
            ],
            "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": "Void Slip (Costs 2 Actions)",
                    "desc": "The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."
                },
                {
                    "name": "Collapsing Star",
                    "desc": "When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM's choice)."
                },
                {
                    "name": "Expert Void Traveler",
                    "desc": "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": 128,
            "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_ancient-void-dragon/"
        },
        {
            "slug": "ancientwinddragon-tob1-2023",
            "desc": "False",
            "name": "Ancient Wind Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 351,
            "hit_dice": "19d20 +152",
            "speed": {
                "walk": 120,
                "fly": 30
            },
            "strength": 28,
            "dexterity": 16,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 12,
            "perception": 27,
            "skills": {
                "Acrobatics": 17,
                "Intimidation": 12,
                "Perception": 17,
                "Stealth": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold",
            "damage_immunities": "lightning",
            "condition_immunities": "False",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. it: 16 (2d6 + 9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Tempest Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of stormy wind in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 36 (8d8) lightning damage and is pushed up to 45 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Nonmagical flames in the area are extinguished."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Storm Sight",
                    "desc": "The dragon can see through areas obscured by fog, mist, clouds, or precipitation."
                },
                {
                    "name": "Whirling Winds",
                    "desc": "Gale force winds rage around the dragon's body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "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_ancient-wind-dragon/"
        },
        {
            "slug": "buraq-tob1-2023",
            "desc": "False",
            "name": "Buraq",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d8 + 80",
            "speed": {
                "walk": 90,
                "fly": 60
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": 14,
            "skills": {
                "History": 8,
                "Religion": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "Celestial, Common, Primordial, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage."
                },
                {
                    "name": "Teleport (1/Day)",
                    "desc": "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: comprehend languages, detect evil and good, holy aura, pass without trace\n3/day each: haste, longstrider\n1/day each: plane shift, wind walk\nTeleport (1/Day)The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The buraq has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Night Journey",
                    "desc": "When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey."
                },
                {
                    "name": "Powerful Steed",
                    "desc": "The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider."
                }
            ],
            "spell_list": [],
            "page_no": 46,
            "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_buraq/"
        },
        {
            "slug": "chelicerae-tob1-2023",
            "desc": "False",
            "name": "Chelicerae",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10 + 54",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 17,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 15,
            "skills": {
                "Acrobatics": 6,
                "Athletics": 9,
                "Perception": 5,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature grappled, the target is grappled (escape DC 15). A poisoned target is also unconscious while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage."
                },
                {
                    "name": "Magical Discharge (Recharge Special)",
                    "desc": "The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: mage hand, minor illusion\n1/day each: haste, hold person, invisibility, phantasmal killer"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Moves",
                    "desc": "The chelicerae takes the Dash or Disengage action."
                },
                {
                    "name": "Siphon Magic",
                    "desc": "The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a DC 15 Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The chelicerae has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 53,
            "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_chelicerae/"
        },
        {
            "slug": "chortdevil-tob1-2023",
            "desc": "False",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8 + 120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 19,
            "skills": {
                "Athletics": 11,
                "Deception": 9,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic."
                },
                {
                    "name": "Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage."
                },
                {
                    "name": "Teleport",
                    "desc": "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: charm person, illusory script (as an action)\n3/day each: dispel magic, modify memory\n1/day: haste"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the chort devil's darkvision."
                },
                {
                    "name": "Hellish Weapons",
                    "desc": "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The chort devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 93,
            "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_chort-devil/"
        },
        {
            "slug": "deathwisp-tob1-2023",
            "desc": "False",
            "name": "Deathwisp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 60
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "the languages it knew in life",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack."
                },
                {
                    "name": "Ghostly Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Create Specter",
                    "desc": "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flicker",
                    "desc": "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The deathwisp 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 a solid object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The deathwisp doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "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_deathwisp/"
        },
        {
            "slug": "dwarvenringmage-tob1-2023",
            "desc": "False",
            "name": "Dwarven Ringmage",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Any Alignment",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 136,
            "hit_dice": "21d8 + 42",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 7,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Arcana": 7,
                "History": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "poison",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Dwarvish",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Ring Staff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)."
                },
                {
                    "name": "Ring Magic",
                    "desc": "The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:"
                },
                {
                    "name": "Spellcasting",
                    "desc": "The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: color spray, mage hand, true strike\n3/day each: expeditious retreat, fly, haste\n1/day each: greater invisibility, wall of stone"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Dwarven Resilience",
                    "desc": "The dwarven ringmage has advantage on saving throws against poison."
                }
            ],
            "spell_list": [],
            "page_no": 409,
            "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_dwarven-ringmage/"
        },
        {
            "slug": "emeraldeye-tob1-2023",
            "desc": "False",
            "name": "Emerald Eye",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 54,
            "hit_dice": "12d4 + 24",
            "speed": {
                "walk": 30
            },
            "strength": 3,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Arcana": 6,
                "Deception": 5,
                "History": 6,
                "Perception": 3,
                "Persuasion": 5,
                "Religion": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, piercing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common, Draconic, telepathy 120 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Phrenic Burst",
                    "desc": "Melee or Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage."
                },
                {
                    "name": "Bind",
                    "desc": "The emerald eye chooses a creature it can see within 30 feet of it that has an Intelligence of 6 or higher. The target must succeed on a DC 13 Charisma saving throw or the eye psychically binds itself to the target. If the target succeeds on the saving throw by 5 or more, it knows the eye attempted to bind to it. Otherwise, the target is unaware of the attempt. While bound to the emerald eye, the creature has resistance to psychic damage, but it has disadvantage on saving throws against the eye's Compulsion. The eye can be bound to only one target at a time. If it binds to another, the effect on the previous target ends."
                },
                {
                    "name": "Compel",
                    "desc": "The emerald eye magically compels one creature it can see within 30 feet of it to move. The target must succeed on a DC 13 Charisma saving throw or be charmed by the eye for 1 minute. At the start of each of the charmed target's turns, the emerald eye chooses a direction horizontal to the eye, and the target must use as much of its movement as possible to move in that direction on its turn. The target can take its action before it moves. The target can't be compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. The target 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": "Construct Nature",
                    "desc": "The emerald eye doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The emerald eye is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Psychically Bound",
                    "desc": "The emerald eye must be psychically bound to a creature to survive. It loses 5 (2d4) hp for every hour it is not bound to a creature or every hour it is more than 30 feet away from its bound creature."
                }
            ],
            "spell_list": [],
            "page_no": 163,
            "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_emerald-eye/"
        },
        {
            "slug": "eonicdrifter-tob1-2023",
            "desc": "False",
            "name": "Eonic Drifter",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 65,
            "hit_dice": "10d8 + 20",
            "speed": {
                "walk": 30
            },
            "strength": 9,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Arcana": 6,
                "History": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "passive Perception 10",
            "languages": "Common, Eonic, Giant, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Time-Warping Staff",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage."
                },
                {
                    "name": "Drift Forward (Recharge 5-6)",
                    "desc": "The drifter chooses one creature it can see within 5 feet of its future self. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 7 (2d6) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn't pulled forward in time. A target pulled forward in time disappears, along with the drifter's future self, as the future self pulls the target with it. At the end of the drifter's next turn, the target and the drifter's future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Call to the Future (1/Day)",
                    "desc": "The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter's future self acts on the drifter's turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter's choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter's future self is destroyed, the drifter must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 165,
            "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_eonic-drifter/"
        },
        {
            "slug": "fateeater-tob1-2023",
            "desc": "False",
            "name": "Fate Eater",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 130,
            "hit_dice": "20d8 + 40",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Arcana": 7,
                "History": 7,
                "Insight": 6,
                "Religion": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "truesight 60 ft., passive Perception 13",
            "languages": "understands all but can’t speak, telepathy 100 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fate eater makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Alter Fate (Recharge 5-6)",
                    "desc": "The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Visionary Flesh",
                    "desc": "A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell."
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "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_fate-eater/"
        },
        {
            "slug": "gypsosphinx-tob1-2023",
            "desc": "False",
            "name": "Gypsosphinx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d10 + 80",
            "speed": {
                "walk": 70,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 19,
            "skills": {
                "Arcana": 9,
                "History": 9,
                "Perception": 9,
                "Religion": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "Abyssal, Common, Darakhul, Sphinx",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sphinx makes one Beak attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 18 Strength saving throw or take 14 (4d6) slashing damage and be knocked prone."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage."
                },
                {
                    "name": "Carrion Breath (Recharge 5-6)",
                    "desc": "The gypsosphinx exhales rotting breath in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and 27 (6d8) necrotic damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. While poisoned in this way, a creature has disadvantage on death saving throws. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The sphinx casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):\nAt will: comprehend languages, detect magic, mage hand\n3/day each: blur, dispel magic, locate object\n1/day each: major image, greater invisibility"
                }
            ],
            "bonus_actions": [],
            "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": "Beak Attack",
                    "desc": "The sphinx makes one Beak attack."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "The sphinx uses Spellcasting."
                },
                {
                    "name": "Teleport (Costs 2 Actions)",
                    "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "special_abilities": [
                {
                    "name": "Death Sense",
                    "desc": "The sphinx can pinpoint, by scent, the location of each creature below half its hp maximum within 60 feet of it, and it can sense the general direction of creatures that don't have all of their hp within 1 mile of it. In addition, the sphinx can foretell the age and manner of a creature's death by looking at it. This effect doesn't take into account possible circumstances that might change the outcome, such as the casting of powerful spells or the creature making a radical change in its life's path."
                },
                {
                    "name": "Inscrutable",
                    "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The sphinx's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "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_gypsosphinx/"
        },
        {
            "slug": "jotun-tob1-2023",
            "desc": "False",
            "name": "Jotun",
            "size": "Gargantuan",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 370,
            "hit_dice": "20d20 + 160",
            "speed": {
                "walk": 60
            },
            "strength": 30,
            "dexterity": 8,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 9,
            "perception": 15,
            "skills": {
                "Arcana": 11,
                "History": 11,
                "Nature": 11,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Giant",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 27 (6d8) cold damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +17 to hit, range 60/240 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) cold damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the jotun's choice within 120 feet of the jotun and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jotun's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Icy Sweep (Recharge 5-6)",
                    "desc": "The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a DC 23 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 54 (12d8) cold damage and is pushed up to 15 feet away from the jotun and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):\nAt will: earthquake, speak with animals\n3/day: bestow curse, gust of wind\n1/day: divination"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Rock Catching",
                    "desc": "If a rock or similar object is hurled at the jotun, the jotun can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demigod's Vitality",
                    "desc": "The jotun's ability scores and hp maximum can't be reduced except by means of a wish spell."
                },
                {
                    "name": "Icy Weapons",
                    "desc": "The jotun's weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The jotun has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Material Bound",
                    "desc": "The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence."
                },
                {
                    "name": "Too Big to Notice",
                    "desc": "While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity (Stealth) checks."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "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_jotun/"
        },
        {
            "slug": "liosalfar-tob1-2023",
            "desc": "False",
            "name": "Liosalfar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 132,
            "hit_dice": "24d10",
            "speed": {
                "walk": 60
            },
            "strength": 10,
            "dexterity": 25,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 18,
            "skills": {
                "Arcana": 8,
                "Insight": 8,
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic, radiant",
            "condition_immunities": "blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "truesight 120 ft., passive Perception 18",
            "languages": "Common, Celestial, Elvish, Giant",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn."
                },
                {
                    "name": "Radiant Touch",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) radiant damage."
                },
                {
                    "name": "Ray of Light",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Mesmerizing Radiance",
                    "desc": "The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated. While charmed by the liosalfar's display, a creature is also incapacitated, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Darkness Hypersensitivity",
                    "desc": "The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The liosalfar doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Inscrutable",
                    "desc": "The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Light Form",
                    "desc": "The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_liosalfar/"
        },
        {
            "slug": "mechuiti-tob1-2023",
            "desc": "False",
            "name": "Mechuiti",
            "size": "Gargantuan",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 462,
            "hit_dice": "25d20 + 200",
            "speed": {
                "walk": 60
            },
            "strength": 29,
            "dexterity": 19,
            "constitution": 27,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 22,
            "strength_save": 17,
            "dexterity_save": 12,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "False",
            "damage_immunities": "acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, poisoned, stunned",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "Abyssal, Celestial, Common, Draconic, Primordial, telepathy 300 ft.",
            "challenge_rating": "27",
            "cr": 27.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Mechuiti can use his Frightful Presence. He then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 21 (6d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) slashing damage plus 21 (6d6) fire damage. If Mechuiti scores a critical hit, he rolls damage dice three times, instead of twice."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Burning Acid Breath (Recharge 5-6)",
                    "desc": "Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) acid damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Mechuiti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):\nAt will: dispel magic, hold monster, wall of fire\n3/day each: fire storm, power word stun"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "Mechuiti 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. Mechuiti regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "Mechuiti moves up to his speed, or he climbs up to half his speed. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Burn from the Inside",
                    "desc": "Mechuiti chooses a creature within 120 feet of him that is infected with the Mechuiti's deadly ichor disease. The target must make a DC 24 Constitution saving throw. On a failure, the target takes 10 (3d6) fire damage and 10 (3d6) acid damage and catches fire. On a success, the target takes half the damage and doesn't catch fire. Until a creature uses an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "Mechuiti uses Spellcasting."
                }
            ],
            "special_abilities": [
                {
                    "name": "Demon Lord's Ichor",
                    "desc": "When Mechuiti is subjected to piercing damage or slashing damage, a spray of caustic blood spurts from his hide. Each creature within 10 feet of Mechuiti must succeed on a DC 24 Constitution saving throw or becoming infected with the Mechuiti's deadly ichor disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 14 (4d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. The disease can be cured by the greater restoration spell or similar magic or when the creature succeeds on three saving throws."
                },
                {
                    "name": "Fiery Weapons",
                    "desc": "Mechuiti's weapon attacks are magical. When Mechuiti hits with any weapon, the weapon deals an extra 6d6 fire damage (included in the attack)."
                },
                {
                    "name": "Immolating Corona",
                    "desc": "At the start of each of Mechuiti's turns, each creature within 10 feet of him takes 10 (3d6) fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. A creature that touches Mechuiti or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. Until a creature uses an action to douse the fire, the creature on fire takes 7 (2d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If Mechuiti fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Mechuiti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Simians",
                    "desc": "Mechuiti can communicate with apes and monkeys as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "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_mechuiti/"
        },
        {
            "slug": "nichny-tob1-2023",
            "desc": "False",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "17d8 + 51",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 17,
            "skills": {
                "Acrobatics": 7,
                "Insight": 7,
                "Perception": 7,
                "Stealth": 7
            },
            "damage_vulnerabilities": "The falseheart is vulnerable to radiant damage.",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Elvish, Primordial, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nichny makes two Claw or Luck-Stealing Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Luck-Stealing Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn."
                },
                {
                    "name": "Create Lucky Stone",
                    "desc": "The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required)."
                },
                {
                    "name": "Teleport (Recharge 6)",
                    "desc": "The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aura of Luck",
                    "desc": "The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying (1/Day)",
                    "desc": "The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "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_nichny/"
        },
        {
            "slug": "nihileth-tob1-2023",
            "desc": "False",
            "name": "Nihileth",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "21d10 + 42",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "History": 12,
                "Perception": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks."
                },
                {
                    "name": "Tail (Undead Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage."
                },
                {
                    "name": "Tentacle (Undead Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)."
                },
                {
                    "name": "Withering Touch (Void Ghost Form Only)",
                    "desc": "Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Void Shape",
                    "desc": "The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies."
                }
            ],
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half."
                }
            ],
            "legendary_desc": "The nihileth 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 nihileth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The nihileth makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Swipe",
                    "desc": "The nihileth makes one Tail attack."
                },
                {
                    "name": "Rotten Drain (Costs 2 Actions)",
                    "desc": "One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Void Ghost Form Only)",
                    "desc": "The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth 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": "Infecting Telepathy",
                    "desc": "If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease."
                },
                {
                    "name": "Nihilethic Rot",
                    "desc": "This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hp instead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The nihileth doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Void Aura",
                    "desc": "The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura."
                }
            ],
            "spell_list": [],
            "page_no": 9,
            "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_nihileth/"
        },
        {
            "slug": "redhag-tob1-2023",
            "desc": "False",
            "name": "Red Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8 + 64",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 21,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 18,
            "skills": {
                "Arcana": 10,
                "Deception": 5,
                "Insight": 8,
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Druidic, Giant, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Blood Bolt",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn."
                },
                {
                    "name": "Siphon Blood (Recharge 5-6)",
                    "desc": "The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\nAt will: animal friendship, druidcraft, entangle\n3/day: cure wounds, dispel magic, lesser restoration\n1/day: control water, freedom of movement"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The red hag can breathe air and water."
                },
                {
                    "name": "Blood Sense",
                    "desc": "The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The red hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The red hag can communicate with Beasts as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 228,
            "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_red-hag/"
        },
        {
            "slug": "snowqueen-tob1-2023",
            "desc": "False",
            "name": "Snow Queen",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 182,
            "hit_dice": "28d8 + 56",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 20,
            "skills": {
                "Perception": 10,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Elvish, Giant, Sylvan",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Snow Queen makes two Claw or Ice Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Ice Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Cold Snap (Recharge 5-6)",
                    "desc": "The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature that is immune to cold damage doesn't suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The Snow Queen 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 Snow Queen regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "The Snow Queen makes a Claw or Ice Bolt attack."
                },
                {
                    "name": "Move",
                    "desc": "The Snow Queen moves up to her speed without provoking opportunity attacks."
                },
                {
                    "name": "Snowblind",
                    "desc": "One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn."
                },
                {
                    "name": "Wintry Swirl (Costs 2 Actions)",
                    "desc": "Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ice Climb",
                    "desc": "When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Icy Weapons",
                    "desc": "The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack)."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Snow Queen fails a saving throw, she can choose to succeed instead."
                },
                {
                    "name": "Snowsight",
                    "desc": "The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."
                },
                {
                    "name": "Snow Walk",
                    "desc": "The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 184,
            "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_snow-queen/"
        },
        {
            "slug": "spiderofleng-tob1-2023",
            "desc": "False",
            "name": "Spider of Leng",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d10 + 51",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Athletics": 5,
                "Perception": 3,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned, unconscious",
            "senses": "darkvision 240 ft., passive Perception 13",
            "languages": "Common, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spider of Leng makes two Claw attacks and one Staff of Leng attack, or it makes three Spit Venom attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4 (1d8) poison damage."
                },
                {
                    "name": "Staff of Leng",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of is next turn."
                },
                {
                    "name": "Spit Venom",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The spider of Leng casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: comprehend languages, detect magic\n3/day each: confusion, silence\n1/day each: arcane eye, hypnotic pattern"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Poisonous Riposte",
                    "desc": "The spider of Leng adds 3 to its AC against one melee attack that would hit it. To do so, the spider must see the attacker. If this effect causes the attack to miss, the attacker takes 4 (1d8) poison damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Eldritch Understanding",
                    "desc": "The spider of Leng can read and use any spell scroll or magic item, ignoring all class, race, and level requirements."
                },
                {
                    "name": "Poisonous Blood",
                    "desc": "A creature that hits the spider of Leng with a melee attack while within 5 feet of it takes 4 (1d8) poison damage."
                },
                {
                    "name": "Poisonous Death",
                    "desc": "When the spider of Leng dies, the poisonous blood in its body vaporizes, forming a cloud in the spider's space until initiative count 20 on the next round. Each creature within 5 feet of the spider and each creature that enters the cloud for the first time on a turn must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "spell_list": [],
            "page_no": 341,
            "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_spider-of-leng/"
        },
        {
            "slug": "ancient-boreal-dragon",
            "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License",
            "name": "Ancient Boreal Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 22,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 30
            },
            "strength": 29,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 17,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 11,
            "perception": 18,
            "skills": {
                "athletics": 16,
                "perception": 18,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 28",
            "languages": "Draconic, Giant",
            "challenge_rating": "24",
            "cr": 24.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It 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: 20 (2d10 + 9) piercing damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d10+9"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d6+9"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "2d8+9"
                },
                {
                    "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 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Cinder Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 90-foot cone of superheated air filled with blue-white embers. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "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 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ember Wreath (1/Day)",
                    "desc": "As a bonus action, the boreal dragon wreathes its body in searing blue and white embers. The embers last for 1 minute or until the dragon uses its breath weapon. A creature that enters or starts its turn in a space within 30 feet of the dragon must make a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion as the water is sapped from its body by the unrelenting heat."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": 143,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ancient-boreal-dragon/"
        },
        {
            "slug": "brain-hood",
            "desc": "A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.",
            "name": "Brain Hood",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Merge with Beast",
                    "desc": "If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brain-hood/"
        },
        {
            "slug": "broodmother-of-leng",
            "desc": "A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward._  \nDeep in the bowels of the cursed land of Leng, the Open Game License",
            "name": "Broodmother of Leng",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d12+51",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 9,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "intimidation": 4,
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned, unconscious",
            "senses": "darkvision 240 ft., passive Perception 14",
            "languages": "Common, Void Speech",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The broodmother of Leng makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10+4"
                },
                {
                    "name": "Spit Venom",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8+2"
                },
                {
                    "name": "Call Brood (1/Day)",
                    "desc": "The broodmother spawns 2d4 swarms of spiderlings (treat as spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protect the Future",
                    "desc": "When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brood Leader",
                    "desc": "Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute."
                },
                {
                    "name": "Eldritch Understanding",
                    "desc": "A broodmother of Leng can read and use any scroll."
                },
                {
                    "name": "Poisonous Blood",
                    "desc": "A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The broodmother of Leng's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: charm person, chill touch, comprehend languages, detect magic\n3/day each: hold person, suggestion, thunderwave\n1/day each: dream, legend lore, mislead, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_broodmother-of-leng/"
        },
        {
            "slug": "luck-leech",
            "desc": "The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._  \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.  \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.  \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.",
            "name": "Luck Leech",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 8,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The luck leech makes two biting arm attacks."
                },
                {
                    "name": "Biting Arms",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Feast of Fortune (Recharge 6)",
                    "desc": "Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Leech Luck",
                    "desc": "If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time."
                },
                {
                    "name": "Reserve of Fortune",
                    "desc": "If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points."
                },
                {
                    "name": "Turn Luck",
                    "desc": "As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure."
                }
            ],
            "spell_list": [],
            "page_no": 241,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_luck-leech/"
        },
        {
            "slug": "moderate-malleable",
            "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.",
            "name": "Moderate Malleable",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 5,
            "charisma_save": 3,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic Condition Immunities blinded, prone",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malleable makes two flesh tendril attacks."
                },
                {
                    "name": "Flesh Tendril",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Psychic Drain",
                    "desc": "One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Join Malleables",
                    "desc": "As long as the malleable is within 10 feet of at least one other moderate malleable, each moderate malleable in range can use this action option at the same time to join together to create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the moderate malleables, and it is affected by any conditions, spells, and other magical effects currently affecting any of the moderate malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Two moderate malleables can join to create one major malleable. \n* Four moderate malleables can join to create one massive malleable."
                },
                {
                    "name": "Separate Malleables",
                    "desc": "The moderate malleable can split into four minor malleables. The new malleables' hp totals are equal to the moderate malleable's hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sudden Separation",
                    "desc": "When the moderate malleable takes 10 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Absorb Malleable",
                    "desc": "As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable's remaining hp. The moderate malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."
                },
                {
                    "name": "Amorphous",
                    "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Controlled Mutability",
                    "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."
                },
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_moderate-malleable/"
        },
        {
            "slug": "mystic",
            "desc": "Dressed in clean, dark robes, its claws swirling in arcane gestures, the pale reptilian sends a bolt of energy from the Void at its foes._  \nSatarre mystics are creatures with tight awareness of nearby living creatures’ fates. They rely on magic and the ability to speak words of decay to control lesser creatures. Mystics’ minds are always turned to destruction and death, though they hold their own lives more dear than that of their fellow satarres, be they non-combatant drones, rampaging destroyers, or others.  \n**Easily Distracted.** Satarre mystics are known for their ability to ponder and cogitate on larger concerns, even in the midst of a conversation with strangers or a battle with foes. Sometimes these distractions lead them to a great insight and a clever countermove; other times they are easily surprised, captured, or fooled by a shining bit of magic or an unknown arcane device.  \n**Perpetual Incantations.** Satarre mystics seem to somehow maintain a steady stream of muttered sounds. Sometimes these take a brief physical form, such as a glowing rune of destruction that circles a mystic’s head or drifts from its maker and falls apart in midair.  \n**Planar Lore and Tools.** Satarre mystics are well-versed in angelic, elemental, and fiendish magic and other arcana, although they do not perform all of these themselves. They often find and use magical items looted from their victims, or command elemental or fiendish minions using Void Speech.",
            "name": "Mystic",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "satarre",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "arcana": 5,
                "intimidation": 3,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Void Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice."
                },
                {
                    "name": "Void Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Void Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Unveil (1/Day)",
                    "desc": "The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Deflection",
                    "desc": "When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keeper of Secrets",
                    "desc": "The satarre mystic has advantage on all Intelligence (Arcana) checks related to the planes and planar travel."
                },
                {
                    "name": "Levitate",
                    "desc": "As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn't need to concentrate to continue levitating each round."
                },
                {
                    "name": "Planar Commander",
                    "desc": "As a bonus action, the mystic commands an angel, elemental, or fiend ally within 30 feet of it to use a reaction to make one attack against a creature that dealt damage to the mystic in the previous round."
                },
                {
                    "name": "Void Fortitude",
                    "desc": "If damage reduces the satarre mystic to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead."
                },
                {
                    "name": "Void Weapons",
                    "desc": "The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mystic/"
        },
        {
            "slug": "warmth-thief",
            "desc": "A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._  \n**Cursed Fairy.** Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering.  \n**Unintended Side Effects.** Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License",
            "name": "Warmth Thief",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d4+75",
            "speed": {
                "fly": 40,
                "walk": 10,
                "hover": true
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, prone",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warmth thief makes two freezing claw attacks."
                },
                {
                    "name": "Freezing Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Warmth Stealing",
                    "desc": "At the start of each of the warmth thief's turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt."
                },
                {
                    "name": "Cold Physiology",
                    "desc": "A warmth thief can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_warmth-thief/"
        },
        {
            "slug": "ankou-soul-herald",
            "desc": "",
            "name": "Ankou Soul Herald",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 17,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 11,
            "perception": 18,
            "skills": {
                "perception": 18,
                "persuasion": 11,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 28",
            "languages": "all",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d8+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "desc": "Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.",
                    "name": "Horrifying Presence"
                },
                {
                    "desc": "The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.",
                    "name": "Reaper's Breath (Recharge 5-6)"
                },
                {
                    "desc": "The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.",
                    "name": "Change Shape"
                },
                {
                    "desc": "The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.",
                    "name": "Usher of Souls"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The ankou 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 ankou regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.",
                    "name": "Detect"
                },
                {
                    "desc": "The ankou makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "name": "Envelope in Shadow (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.",
                    "name": "Aura of Necromancy's Bane"
                },
                {
                    "desc": "As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou 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.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.",
                    "name": "Cloak of Ghostly Shadows"
                },
                {
                    "desc": "The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.",
                    "name": "Death's Apotheosis"
                },
                {
                    "desc": "If the ankou fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 37,
            "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_ankou-soul-herald/"
        },
        {
            "slug": "far-wanderer",
            "desc": "",
            "name": "Far Wanderer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "arcana": 5,
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d8+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.",
                    "name": "Stardust Blade"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.",
                    "name": "Stardust bow"
                },
                {
                    "desc": "The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.",
                    "name": "Call to Yorama (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.",
                    "name": "Trader"
                },
                {
                    "desc": "As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.",
                    "name": "Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 151,
            "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_far-wanderer/"
        },
        {
            "slug": "fulad-zereh",
            "desc": "",
            "name": "Fulad-Zereh",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "fly": 40,
                "walk": 40
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "insight": 6,
                "intimidation": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The demon makes two attacks: one with its barbed whip and one with its battleaxe.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.",
                    "name": "Barbed Whip"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "name": "Battleaxe"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.",
                    "name": "Petrifying Gaze"
                },
                {
                    "desc": "A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.",
                    "name": "Weeping Acid"
                }
            ],
            "spell_list": [],
            "page_no": 85,
            "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_fulad-zereh/"
        },
        {
            "slug": "infernal-knight",
            "desc": "",
            "name": "Infernal Knight",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 247,
            "hit_dice": "26d8+130",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 24,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 21,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "athletics": 12,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "desc": "The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.",
                    "name": "Greatsword"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Hellfire Bolt"
                },
                {
                    "desc": "The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.",
                    "name": "Reave Soul (Recharge 5-6)"
                },
                {
                    "desc": "The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.",
                    "name": "Planar Rift (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.",
                    "name": "Faultless Tracker"
                },
                {
                    "desc": "The infernal knight has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The infernal knight's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.",
                    "name": "Regeneration"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "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_infernal-knight/"
        },
        {
            "slug": "jinmenju",
            "desc": "",
            "name": "Jinmenju",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 0
            },
            "strength": 16,
            "dexterity": 1,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 8,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 10,
            "perception": 3,
            "skills": {
                "perception": 3,
                "persuasion": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "exhaustion, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "all languages known by creatures within 120 feet",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The jinmenju makes two root attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage.",
                    "name": "Root"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The jinmenju 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 jinmenju regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The jimenju makes one root attack.",
                    "name": "Root"
                },
                {
                    "desc": "The jinmenju restores 10 (3d6) hp to each of its exposed roots.",
                    "name": "Revitalize Roots"
                },
                {
                    "desc": "The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn't affected.",
                    "name": "Mirthful Miasma (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Whenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack's point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Damaging a root doesn't damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack.",
                    "name": "Burrowing Roots"
                },
                {
                    "desc": "If a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated by fits of laughter as it perceives everything as hilariously funny for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes damage while prone, it has advantage on the saving throw.",
                    "name": "Laughing Fruit"
                }
            ],
            "spell_list": [],
            "page_no": 232,
            "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_jinmenju/"
        },
        {
            "slug": "lamassu",
            "desc": "",
            "name": "Lamassu",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 7,
            "perception": 8,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 8,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 18",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The lamassu makes two attacks with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The lamassu touches a creature. The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.",
                    "name": "Healing Touch (3/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The lamassu 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 lamassu regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The lamassu makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The lamassu makes one claw attack.",
                    "name": "Claw Attack"
                },
                {
                    "desc": "The lamassu beats its wings. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "The lamassu has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The lamassu's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "If the lamassu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant\n3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave\n1/day each: banishment, flame strike, glyph of warding",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 247,
            "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_lamassu/"
        }
    ]
}