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

GET /v1/monsters/?format=api&ordering=-perception&page=21
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=-perception&page=22",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-perception&page=20",
    "results": [
        {
            "slug": "ophidiotaur",
            "desc": "This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands._  \n**Born from Corruption.** An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities.  \n**Servants of Serpents.** Ophidiotaurs serve evil nagas, Open Game License",
            "name": "Ophidiotaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "swim": 30,
                "walk": 50
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ophidiotaur makes two attacks: one with its bite and one with its glaive."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Poisoned Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Call Serpents (1/Day)",
                    "desc": "The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur's choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ophidiotaur has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 282,
            "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_ophidiotaur/"
        },
        {
            "slug": "righteous-sentinel",
            "desc": "Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm._  \nTreasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face-to-face with a righteous sentinel, eager to repel them.  \n**Keepers of Horror.** Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within.  \n**Abhors Violence.** Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters.  \n**Construct Nature.** The righteous sentinel does not require air, food, drink, or sleep.",
            "name": "Righteous Sentinel",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "11d10+44",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Celestial, Common",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The righteous sentinel makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Warp Reflection (Recharge 6)",
                    "desc": "The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel's shield, the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature's turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Reflective Retribution",
                    "desc": "The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The sentinel is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The sentinel has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The sentinel's weapon attacks are magical."
                },
                {
                    "name": "Reflective Aggression",
                    "desc": "The sentinel has disadvantage on attack rolls against creatures that haven't hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round."
                },
                {
                    "name": "Spell-Deflecting Mirror",
                    "desc": "Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target."
                }
            ],
            "spell_list": [],
            "page_no": 307,
            "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_righteous-sentinel/"
        },
        {
            "slug": "shadow-giant",
            "desc": "If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._  \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow  \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form.  \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy.  \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.",
            "name": "Shadow Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 209,
            "hit_dice": "22d20+66",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 25,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Elvish, Giant, Umbral",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow giant makes three attacks with its tenebrous talons."
                },
                {
                    "name": "Tenebrous Talons",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Cold Shadow (Recharge 5-6)",
                    "desc": "The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blacklight Strobe",
                    "desc": "The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn."
                },
                {
                    "name": "Distracting Flicker",
                    "desc": "A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the shadow giant's darkvision."
                },
                {
                    "name": "Umbral Glimmer",
                    "desc": "At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of"
                },
                {
                    "name": "Shadow from the Material Plane",
                    "desc": "At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material"
                },
                {
                    "name": "Plane",
                    "desc": "It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow."
                }
            ],
            "spell_list": [],
            "page_no": 173,
            "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_shadow-giant/"
        },
        {
            "slug": "spawn-of-alquam",
            "desc": "This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green._  \n**Demonic Servants.** These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.  \n**Kinship with Shadow.** When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.  \n**Lords of Birds.** Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.",
            "name": "Spawn of Alquam",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "fly": 60,
                "walk": 20
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 4,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Gloomspittle",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised."
                },
                {
                    "name": "Keen Sight",
                    "desc": "The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Speak with Birds",
                    "desc": "The spawn of Alquam can communicate with birds as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "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_spawn-of-alquam/"
        },
        {
            "slug": "thornheart-guardian",
            "desc": "A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._  \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License",
            "name": "Thornheart Guardian",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip."
                },
                {
                    "name": "Barbed Greatsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage."
                },
                {
                    "name": "Thorny Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Grasp of the Briar (Recharge 5-6)",
                    "desc": "The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The thornheart guardian is immune to any spell or effect that would alter its form"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The thornheart guardian has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The thornheart guardian's weapon attacks are magical"
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "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_thornheart-guardian/"
        },
        {
            "slug": "tormented-qiqirn",
            "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License",
            "name": "Tormented Qiqirn",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can’t speak, telepathy 60 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Spiteful Howl",
                    "desc": "The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Unnerving Whispers (Recharge 5-6)",
                    "desc": "The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protective Spirits",
                    "desc": "When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Pain",
                    "desc": "At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "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_tormented-qiqirn/"
        },
        {
            "slug": "ulnorya",
            "desc": "Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._  \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims.  \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.",
            "name": "Ulnorya",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "athletics": 5,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Replicate (1/Day)",
                    "desc": "The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The ulnorya is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Photoadaptive Hide",
                    "desc": "If the ulnorya didn't move on its previous turn, it is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "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_ulnorya/"
        },
        {
            "slug": "xing-tian",
            "desc": "This headless brute has two eyes in its chest and a mouth in its belly._  \n**Descendants of a Fallen God.** All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight.  \n**Fearless Warriors.** The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride.  \n**Symbol of Perseverance.** The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.",
            "name": "Xing Tian",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor, shield",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Giant",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Shield Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Dance of the Unyielding",
                    "desc": "The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp. Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indomitable",
                    "desc": "Any spell or effect that would make the xing tian paralyzed, restrained, or stunned ends at the end of the xing tian's next turn, regardless of the spell or effect's normal duration."
                },
                {
                    "name": "Sure-Footed",
                    "desc": "The xing tian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_xing-tian/"
        },
        {
            "slug": "yavalnoi",
            "desc": "Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License",
            "name": "Yavalnoi",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Aquan, Primordial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Luminous Burst (Recharge 5-6)",
                    "desc": "The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Call of the Deep (1/Day)",
                    "desc": "The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Breathing",
                    "desc": "The yavalnoi can breathe only underwater."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "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_yavalnoi/"
        },
        {
            "slug": "adult-wasteland-dragon",
            "desc": "",
            "name": "Adult Wasteland Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "burrow": 30,
                "climb": 40,
                "fly": 70,
                "walk": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d10+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d6+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d8+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "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 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": "Frightful Presence"
                },
                {
                    "desc": "The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.",
                    "name": "Warped Energy Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The dragon makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The dragon makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 118,
            "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_adult-wasteland-dragon/"
        },
        {
            "slug": "alchemist-archer",
            "desc": "",
            "name": "Alchemist Archer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The alchemist archer makes three longbow attacks or two scimitar attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.",
                    "name": "Alchemical Arrows"
                },
                {
                    "desc": "The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.",
                    "name": "Hunter's Aim"
                }
            ],
            "spell_list": [],
            "page_no": 141,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_alchemist-archer/"
        },
        {
            "slug": "blood-giant",
            "desc": "",
            "name": "Blood Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "history": 2,
                "perception": 6,
                "religion": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The blood giant makes two blood spear attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d8+6",
                    "desc": "Melee Weapon Attack: +9 to hit, range 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage.",
                    "name": "Blood Spear"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "4d10+6",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                    "name": "Rock"
                },
                {
                    "desc": "The blood giant uses one of the following:\nImpale. The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.\nDrown. The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that.\nVaporize. A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds.",
                    "name": "Blood Magic (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it.",
                    "name": "Blood Sense"
                },
                {
                    "desc": "The blood giant's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 180,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_blood-giant/"
        },
        {
            "slug": "cueyatl-moon-priest",
            "desc": "",
            "name": "Cueyatl Moon Priest",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "studded leather",
            "hit_points": 81,
            "hit_dice": "18d6+18",
            "speed": {
                "climb": 20,
                "swim": 30,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "medicine": 6,
                "perception": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Cueyatl",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d8",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) poison damage.",
                    "name": "Morningstar"
                },
                {
                    "desc": "The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.",
                    "name": "Night's Chill (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The cueyatl can breathe air and water.",
                    "name": "Amphibious"
                },
                {
                    "desc": "The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.",
                    "name": "Jungle Camouflage"
                },
                {
                    "desc": "The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.",
                    "name": "Slippery"
                },
                {
                    "desc": "The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.",
                    "name": "Standing Leap"
                },
                {
                    "desc": "The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): guidance, resistance, sacred flame, spare the dying\n1st level (4 slots): bane, cure wounds, protection from evil and good\n2nd level (3 slots): hold person, silence, spiritual weapon\n3rd level (2 slots): bestow curse, spirit guardians",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 68,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_cueyatl-moon-priest/"
        },
        {
            "slug": "dvarapala",
            "desc": "",
            "name": "Dvarapala",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its patron deity)",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 9,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common; telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "attack_bonus": 7,
                    "damage_dice": "6d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.",
                    "name": "Gada"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "name": "Javelin"
                },
                {
                    "desc": "The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.",
                    "name": "Sweeping Strike (Recharge 4-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).",
                    "name": "Divine Words"
                },
                {
                    "desc": "The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.",
                    "name": "Keen Senses"
                },
                {
                    "desc": "The dvarapala has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.",
                    "name": "You Shall Not Pass"
                },
                {
                    "desc": "The dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:\nAt will: sacred flame (2d8)\n3/day: thunderwave\n1/day each: gust of wind, wind wall",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 137,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_dvarapala/"
        },
        {
            "slug": "fey-drake",
            "desc": "",
            "name": "Fey Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 5,
                "deception": 7,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The fey drake makes three bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.",
                    "name": "Bite"
                },
                {
                    "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.",
                    "name": "Bewildering Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fey drake has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.",
                    "name": "Superior Invisibility"
                },
                {
                    "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_fey-drake/"
        },
        {
            "slug": "flame-scourged-scion",
            "desc": "",
            "name": "Flame-Scourged Scion",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 125,
            "hit_dice": "10d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 6,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "grappled, paralyzed, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Deep Speech, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The flame-scourged scion makes three tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "desc": "The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.",
                    "name": "Embers (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.",
                    "name": "Burning Rage"
                },
                {
                    "desc": "A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.",
                    "name": "Firesight"
                },
                {
                    "desc": "Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.",
                    "name": "Groundbreaker"
                }
            ],
            "spell_list": [],
            "page_no": 159,
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            "v2_converted_path": "/v2/creatures/ccdx_flame-scourged-scion/"
        },
        {
            "slug": "flying-polyp",
            "desc": "",
            "name": "Flying Polyp",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "fly": 60,
                "hover": true,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 10,
                "history": 10,
                "perception": 6
            },
            "damage_vulnerabilities": "lightning",
            "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The polyp makes two melee attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.",
                    "name": "Cyclone (Recharge 5-6)"
                },
                {
                    "desc": "The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.",
                    "name": "Etherealness"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.",
                    "name": "Fist of Wind"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.",
                    "name": "Aura of Wind"
                },
                {
                    "desc": "The polyp 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": "Incorporeal Movement"
                },
                {
                    "desc": "The polyp has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
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        },
        {
            "slug": "gargoctopus",
            "desc": "",
            "name": "Gargoctopus",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "16d10+16",
            "speed": {
                "climb": 20,
                "swim": 40,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 19,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "history": 7,
                "investigation": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "telepathy 100 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "desc": "One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.",
                    "name": "Fling"
                },
                {
                    "desc": "The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned.",
                    "name": "Tentacle Slam (Recharge 5-6)"
                },
                {
                    "desc": "A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.",
                    "name": "Ink Cloud (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The gargoctopus can breathe air and water.",
                    "name": "Amphibious"
                },
                {
                    "desc": "The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.",
                    "name": "Shifting Camouflage"
                },
                {
                    "desc": "The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
                    "name": "Spider Climb"
                }
            ],
            "spell_list": [],
            "page_no": 167,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_gargoctopus/"
        },
        {
            "slug": "horned-serpent",
            "desc": "",
            "name": "Horned Serpent",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "swim": 40,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "desc": "The horned serpent makes one gore attack and one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "4d6+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.",
                    "name": "Gore"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d10+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).",
                    "name": "Bite"
                },
                {
                    "desc": "The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.",
                    "name": "Gem Gaze (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The horned serpent can breathe air and water.",
                    "name": "Amphibious"
                },
                {
                    "desc": "Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.",
                    "name": "Corpse Cough"
                },
                {
                    "desc": "At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Poisonous Aura"
                },
                {
                    "desc": "The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.",
                    "name": "Shielded Mind"
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_horned-serpent/"
        },
        {
            "slug": "hound-of-tindalos",
            "desc": "",
            "name": "Hound of Tindalos",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, psychic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Tongue"
                },
                {
                    "desc": "The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane.",
                    "name": "Hunter of the Lost"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another.",
                    "name": "Entrance by Corners"
                },
                {
                    "desc": "The hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The hound of Tindalos has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple.",
                    "name": "Slippery"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_hound-of-tindalos/"
        },
        {
            "slug": "one-headed-clockwork-dragon",
            "desc": "",
            "name": "One-Headed Clockwork Dragon",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "fly": 50,
                "walk": 30
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can't speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The dragon can use its Oil Spray. It then makes three attacks: one with its bite and two with its fists.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d10+6",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d6+6",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.",
                    "name": "Fist"
                },
                {
                    "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Fire Breath (Recharge 6)"
                },
                {
                    "desc": "The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.",
                    "name": "Oil Spray"
                },
                {
                    "desc": "The dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.",
                    "name": "Tail Sweep"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. \n\nIf only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. \n\nEach circlet is a magic item that must be attuned.",
                    "name": "Bound"
                },
                {
                    "desc": "The dragon is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The dragon has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The dragon deals double damage to objects and structures.",
                    "name": "Siege Monster"
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_one-headed-clockwork-dragon/"
        },
        {
            "slug": "pact-drake",
            "desc": "",
            "name": "Pact Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "8d6+24",
            "speed": {
                "fly": 60,
                "walk": 40
            },
            "strength": 9,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 17,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "insight": 8,
                "investigation": 5,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic, radiant",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., truesight 60 ft., passive Perception 16",
            "languages": "all",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "desc": "The pact drake makes two attacks: one with its bite and one with its claw.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.",
                    "name": "Enforced Diplomacy (Recharge 5-6)"
                },
                {
                    "desc": "The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.",
                    "name": "Punish Transgressor"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.",
                    "name": "Binding Witness"
                },
                {
                    "desc": "The drake knows if it hears a lie.",
                    "name": "Sense Falsehood"
                },
                {
                    "desc": "A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\nAt will: detect magic\n3/day each: arcane eye, clairvoyance, scrying",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "roachling-scout",
            "desc": "",
            "name": "Roachling Scout",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "climb": 15,
                "walk": 25
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 6,
                "perception": 6,
                "stealth": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "desc": "The roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.",
                    "name": "Begrimed Shortsword"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.",
                    "name": "Begrimed Dart"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The roachling scout has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The roachling scout has advantage on Constitution saving throws.",
                    "name": "Resistant"
                },
                {
                    "desc": "The roachling scout can move stealthily while traveling at a normal pace.",
                    "name": "Stealthy Traveler"
                },
                {
                    "desc": "The roachling scout has disadvantage on Charisma (Performance) and Charisma (Persuasion) checks in interactions with non-roachlings.",
                    "name": "Unlovely"
                }
            ],
            "spell_list": [],
            "page_no": 319,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_roachling-scout/"
        },
        {
            "slug": "scitalis",
            "desc": "",
            "name": "Scitalis",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d10+9",
            "speed": {
                "swim": 30,
                "walk": 20
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 18,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 2,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature of the scitalis' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned 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 scitalis' Stunning Scales for the next 24 hours.",
                    "name": "Stunning Scales"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The scitalis has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 321,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_scitalis/"
        },
        {
            "slug": "servant-of-the-vine",
            "desc": "",
            "name": "Servant of the Vine",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 72,
            "hit_dice": "16d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "medicine": 6,
                "perception": 6,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The servant makes three drunken slash attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Drunken Slash"
                },
                {
                    "desc": "The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn't fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest. The breath has no effect on constructs or undead.",
                    "name": "Stuporous Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The servant has advantage on saving throws against being charmed, and magic can't put the servant to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity (Acrobatics), Dexterity (Sleight of Hand), or Charisma (Performance) checks. The servant of the vine chooses which skill for each recipient.",
                    "name": "Inspire Artistry (3/Day)"
                },
                {
                    "desc": "The servant of the vine is an 11th-level spellcaster. Its primary spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:\nCantrips (at will): guidance, light, sacred flame, thaumaturgy\n1st level (4 slots): bless, create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds, sanctuary\n2nd level (3 slots): hold person, lesser restoration, protection from poison\n3rd level (3 slots): bestow curse, dispel magic\n4th level (3 slots): guardian of faith, freedom of movement\n5th level (2 slots): contagion\n6th level (1 slot): harm, heal",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 144,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_servant-of-the-vine/"
        },
        {
            "slug": "simhamukha",
            "desc": "",
            "name": "Simhamukha",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "dakini",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d12+44",
            "speed": {
                "walk": 50
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, radiant",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 16",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "name": "Kartika"
                },
                {
                    "desc": "Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.",
                    "name": "Staff Sweep (Recharge 5-6)"
                },
                {
                    "desc": "The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.",
                    "name": "Weird (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The simhamukha's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The simhamukha has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.",
                    "name": "Smite (3/Day)"
                },
                {
                    "desc": "The simhamukha'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:\nAt will: aid, guidance, spiritual weapon\n2/day each: confusion, searing smite, thunderous smite",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 70,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_simhamukha/"
        },
        {
            "slug": "simurg",
            "desc": "",
            "name": "Simurg",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 108,
            "hit_dice": "8d20+24",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The simurg makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.",
                    "name": "Forceful Gale (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "The simurg has advantage on Perception (Wisdom) checks that rely on sight.",
                    "name": "Keen Sight"
                },
                {
                    "desc": "The simurg's innate spellcasting ability is Wisdom (spell save DC 14). The simurg can innately cast the following spells, requiring no material components:\nAt will: detect poison and disease, detect thoughts, spare the dying\n2/day each: cure wounds, lesser restoration, purify food and drink\n1/day each: greater restoration, remove curse",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_simurg/"
        },
        {
            "slug": "ursa-polaris",
            "desc": "",
            "name": "Ursa Polaris",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "swim": 30,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 16,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 8,
                "perception": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "passive Perception 16",
            "languages": "-",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The ursa polaris makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.",
                    "name": "Cold Breath (Recharge 5-6)"
                },
                {
                    "desc": "The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor.",
                    "name": "Hypnotic Array (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ursa polaris has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.",
                    "name": "Snow Camouflage"
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "environments": [],
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            "document__title": "Creature Codex",
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            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ursa-polaris/"
        },
        {
            "slug": "young-light-dragon",
            "desc": "",
            "name": "Young Light Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "perception": 6,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "blinded",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 15 Wisdom saving throw or be turned for 1 minute. Undead of CR 1 or lower who fail the saving throw are instantly destroyed.",
                    "name": "Breath Weapon (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.",
                    "name": "Illumination"
                },
                {
                    "desc": "The dragon 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": "Incorporeal Movement"
                },
                {
                    "desc": "The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.",
                    "name": "Void Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_young-light-dragon/"
        },
        {
            "slug": "corruptingooze-tob1-2023",
            "desc": "False",
            "name": "Corrupting Ooze",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "10d10 + 60",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 4,
            "wisdom": 2,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "Stealth": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 6",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The corrupting ooze makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or one nonmagical leather, metal, or wooden item the creature is wearing or carrying is destroyed. This effect can't destroy armor or weapons."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Reshape Body",
                    "desc": "The corrupting ooze can reshape its mass into a vaguely Humanoid shape or back into its amorphous shape. It reverts to its amorphous shape if it dies. While in a Humanoid shape, it can take any action that requires hands, except it can't wield weapons or a shield or don armor."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ooze Nature",
                    "desc": "The ooze doesn't require sleep."
                },
                {
                    "name": "Putrid Stench",
                    "desc": "A creature that starts its turn within 5 feet of the corrupting ooze must succeed on a DC 14 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 291,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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        },
        {
            "slug": "angel-shrouded",
            "desc": "",
            "name": "Angel, Shrouded",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d8+85",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 22,
            "charisma": 10,
            "strength_save": 9,
            "dexterity_save": 1,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison, radiant; nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "blindsight 30', darkvision 120', passive Perception 21",
            "languages": "all, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Justicar's Blade or Justicar's Blast attacks."
                },
                {
                    "name": "Justicar's Blade",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d8+5) slashing damage + 14 (4d6) poison and target: DC 17 Con save or be poisoned. Poisoned condition lasts until it is removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Justicar's Blast",
                    "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 19) no material components: At will: bane bless locate creature3/day ea: invisibility (self only) healing word (level 5) nondetection"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Executioner's Judgment",
                    "desc": "When a creature poisoned by shrouded angel starts its turn angel demands target repent. If it doesn't repent: DC 17 Con save. Fail: reduced to 0 hp. Success: 22 (5d8) radiant. If target repents its next action is chosen by angel as if it failed a save vs. the command spell: “Draw Nigh” (approach) “Clasp Hands in Prayer” (drop) “Seek Redemption” (flee) “Be Penitent” (grovel) or “In Stillness Hear the Truth” (halt). Once angel uses this reaction it must deal poison to a poisoned target before using it again."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Poison",
                    "desc": "Its weapon attacks are magical and its weapons are coated with radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by angel's poison. Such creatures have advantage on saves vs. the angel's poison."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "Knows if it hears a lie."
                },
                {
                    "name": "Evasion",
                    "desc": "If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 29,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_angel-shrouded/"
        },
        {
            "slug": "dread-examiner",
            "desc": "",
            "name": "Dread Examiner",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 322,
            "hit_dice": "28d10+168",
            "speed": {
                "walk": 30,
                "fly": 30,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 25,
            "wisdom": 23,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "truesight 120', passive Perception 23",
            "languages": "all, telepathy 120'",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Force Swipe or Force Blast attacks. It can replace one attack with use of Spellcasting."
                },
                {
                    "name": "Force Swipe",
                    "desc": "Melee Spell Attack: +14 to hit, 5 ft., one target, 43 (8d8+7) force and target must make DC 20 Str save or be pushed up to 10 ft. in a direction of examiner's choosing."
                },
                {
                    "name": "Force Blast",
                    "desc": "Ranged Spell Attack: +14 to hit, 120 ft., one target, 43 (8d8+7) force and target must make DC 20 Str save or be knocked prone."
                },
                {
                    "name": "Spellcasting (Psionics)",
                    "desc": "Cha (DC 22) no spell components: At will: dispel magic fabricate (as an action) telekinesis3/day ea: animate objects wall of force1/day: true polymorph"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "Magically teleports along with any equipment it is wearing or carrying up to 120' to an unoccupied spot it sees."
                },
                {
                    "name": "Reform (2)",
                    "desc": "The dread examiner rearranges its disjointed parts and regains 36 (8d8) hp."
                },
                {
                    "name": "Psychic Surge (3)",
                    "desc": "The dread examiner releases a wave of psychic energy. Each creature within 20' of it: 21 (6d6) psychic can't use reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. (DC 20 Wis half damage and ignores the other effects.)"
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Otherworldly Form",
                    "desc": "Its form is tentative in its cohesion as well as its adherence to physical laws. Immune to effects that cause the loss of limbs such as the effects of a sword of sharpness or vorpal sword. Immune to any spell or effect that would alter its form and it can move through a space as narrow as 1 foot wide with o squeezing."
                },
                {
                    "name": "Psychic Awareness",
                    "desc": "If it is being directly observed at the start of its turn it can immediately make a Wis (Perception) check to notice the observer. Once it has noticed the observer it always knows observer's exact location regardless of cover obscurement or invisibility as long as observer is within 120' of examiner."
                },
                {
                    "name": "Sense Magic",
                    "desc": "The dread examiner senses magic within 120' of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."
                }
            ],
            "spell_list": [],
            "page_no": 159,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dread-examiner/"
        },
        {
            "slug": "bone-swarm",
            "desc": "_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._  \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.  \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair.  \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.",
            "name": "Bone Swarm",
            "size": "Large",
            "type": "Undead",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "36d10",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 9,
            "perception": 6,
            "skills": {
                "acrobatics": 8,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "piercing and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Void Speech",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bone swarm can attack every hostile creature in its space with swirling bones."
                },
                {
                    "name": "Swirling Bones",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).",
                    "attack_bonus": 10,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Death's Embrace (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Strength of Bone",
                    "desc": "A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "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_bone-swarm/"
        },
        {
            "slug": "bonepowder-ghoul",
            "desc": "_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._  \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.  \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles.  \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.",
            "name": "Bonepowder Ghoul",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 195,
            "hit_dice": "26d6+104",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 19,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Dwarvish",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Gravedust",
                    "desc": "A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever."
                },
                {
                    "name": "Whirlwind (Recharge 5-6)",
                    "desc": "A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Coalesce",
                    "desc": "Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "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_bonepowder-ghoul/"
        },
        {
            "slug": "clockwork-myrmidon",
            "desc": "_This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations._  \n_**Elite Machines.**_ Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and they are unleashed only for dangerous situations that clockwork watchmen cannot handle.  \n_**Single Targets.**_ A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated.  \nUnless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down.  \n_**Alchemical Tricks.**_ A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well.  \n_**Constructed Nature.**_ A clockwork myrmidon doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Myrmidon",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 11,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 8,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each."
                },
                {
                    "name": "Heavy Pick",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Alchemical Flame Jet (Recharge 5-6)",
                    "desc": "The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied."
                },
                {
                    "name": "Grease Spray (Recharge 5-6)",
                    "desc": "As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied."
                },
                {
                    "name": "Alchemical Fireball",
                    "desc": "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork myrmidon is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork myrmidon has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 64,
            "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_clockwork-myrmidon/"
        },
        {
            "slug": "deathwisp",
            "desc": "_A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light._  \n**Unnatural Aura.** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.  \n**Fey Undead.** A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.  \n**Rift Walkers.** Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice.  \n**Devour Breath.** A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers.  \n**Undead Nature.** A deathwisp doesn’t require air, food, drink, or sleep",
            "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": {
                "hover": true,
                "walk": 0,
                "fly": 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": 6,
            "skills": {
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "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": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point 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 hit point maximum to 0.",
                    "attack_bonus": 8,
                    "damage_dice": "7d8"
                },
                {
                    "name": "Create Deathwisp",
                    "desc": "The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flicker",
                    "desc": "The deathwisp flickers in and out of sight, and 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": "Shadow Jump",
                    "desc": "A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments."
                },
                {
                    "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": "Unnatural Aura",
                    "desc": "Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check."
                }
            ],
            "spell_list": [],
            "page_no": 72,
            "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_deathwisp/"
        },
        {
            "slug": "deep-drake",
            "desc": "_This large, unnerving drake’s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail._  \n**Friend to Ghouls.** The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes’ poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake.  \n**Love Darkness.** Life underground has warped the drakes. Whereas most drakes attach themselves to humanoids, these creatures feel much more at home with aberrations and undead. They avoid sunlight and are strictly nocturnal when on the surface.  \n**Few in Number.** A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10-20 years, the drakes reproduce, resulting in three or four three‑foot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A “household drake” is a great status symbol in some deep places, and surface necromancers who have heard of them are often extremely eager to acquire one.  \nDeep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark.",
            "name": "Deep Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 50,
                "climb": 30,
                "fly": 100
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "insight": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack, two claw attacks, and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The drake has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_deep-drake/"
        },
        {
            "slug": "deep-one-archimandrite",
            "desc": "_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.",
            "name": "Deep One Archimandrite",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 40,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "arcana": 4,
                "perception": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold, thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 240 ft., passive Perception 16",
            "languages": "Common, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A deep one archimandrite makes one claw attack and 1 unholy trident attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."
                },
                {
                    "name": "Unholy Trident",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "A deep one can breathe air or water with equal ease."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm"
                },
                {
                    "name": "Legendary Resistance (1/Day)",
                    "desc": "If the deep one archimandrite fails a saving throw, it can count it as a success instead."
                },
                {
                    "name": "Lightless Depths",
                    "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean."
                },
                {
                    "name": "Voice of the Archimandrite",
                    "desc": "With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly."
                }
            ],
            "spell_list": [],
            "page_no": 74,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_deep-one-archimandrite/"
        },
        {
            "slug": "dragon-eel",
            "desc": "_The dragon eel’s unmistakable slender form sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. Dragon eels vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns._  \n**Fond of Servants.** While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands—and some gather humanoid servants.  \n**Magnetic and Lightning.** Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric-sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings.  \n**Pirate Fleets and Dominions.** Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits.  \n**Bribable.** Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.",
            "name": "Dragon Eel",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 230,
            "hit_dice": "20d12+100",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": 12,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "acrobatics": 5,
                "athletics": 12,
                "insight": 5,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "paralyzed, prone",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon eel makes one bite attack and one tail slap attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.",
                    "attack_bonus": 12,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.",
                    "attack_bonus": 12,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Lightning Breath (Recharge 6)",
                    "desc": "The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Amphibiousness",
                    "desc": "The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation."
                },
                {
                    "name": "Shocking Touch",
                    "desc": "A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage."
                },
                {
                    "name": "Storm Glide",
                    "desc": "During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed."
                }
            ],
            "spell_list": [],
            "page_no": 146,
            "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_dragon-eel/"
        },
        {
            "slug": "dullahan",
            "desc": "_The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head._  \nThough it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.  \n**Harbingers of Death.** Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire.  \n**Relentless Nature.** The dullahan doesn’t require food, drink, or sleep.",
            "name": "Dullahan",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 7,
                "perception": 6,
                "persuasion": 7,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dullahan makes two attacks with its spine whip."
                },
                {
                    "name": "Spine Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Seal the Doom",
                    "desc": "The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interposing Glare",
                    "desc": "When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Baleful Glare",
                    "desc": "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless 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 dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save."
                },
                {
                    "name": "Deathly Doom (1/Day)",
                    "desc": "As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:\n\nat will: bane, chill touch, hex, knock\n\n3/day each: false life, see invisibility\n\n1/day: blight"
                },
                {
                    "name": "Relentless Advance",
                    "desc": "The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "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_dullahan/"
        },
        {
            "slug": "eater-of-dust-yakat-shi",
            "desc": "",
            "name": "Eater Of Dust (Yakat-Shi)",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold",
            "damage_immunities": "bludgeoning, piercing, poison and slashing from nonmagical attacks",
            "condition_immunities": "blindness, lightning, poisoned",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."
                },
                {
                    "name": "Mawblade",
                    "desc": "Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the eater of dust'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\n3/day each: freedom of movement, inflict wounds, true strike\n\n1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step"
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate."
                },
                {
                    "name": "Unending Hunger",
                    "desc": "An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death."
                },
                {
                    "name": "Weapon Bond",
                    "desc": "A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell."
                }
            ],
            "spell_list": [],
            "page_no": 164,
            "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_eater-of-dust-yakat-shi/"
        },
        {
            "slug": "elemental-locus",
            "desc": "_The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around an elemental locus. The land is angry._  \n**Spirit of the Land.** Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself come to life—varying in size from small hills to entire ridge lines, with no discernible pattern to where they take root.  \n**Stubborn Nature.** Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god.  \n**Elemental Nature.** An elemental locus doesn’t require air, food, drink, or sleep.",
            "name": "Elemental Locus",
            "size": "Gargantuan",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 290,
            "hit_dice": "20d20+80",
            "speed": {
                "walk": 5
            },
            "strength": 28,
            "dexterity": 1,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 6,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "nature": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 120 ft., tremorsense 120 ft., passive Perception 16",
            "languages": "Primordial",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental locus makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.",
                    "attack_bonus": 15,
                    "damage_dice": "6d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The elemental locus has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Immortal",
                    "desc": "The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area."
                },
                {
                    "name": "Massive",
                    "desc": "The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn."
                },
                {
                    "name": "Spawn Elementals",
                    "desc": "As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The elemental locus deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 169,
            "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_elemental-locus/"
        },
        {
            "slug": "far-darrig",
            "desc": "_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._  \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms.  \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives.  \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters.  \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.",
            "name": "Far Darrig",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 104,
            "hit_dice": "16d6+48",
            "speed": {
                "walk": 20
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "medicine": 6,
                "nature": 4,
                "perception": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The far darrig makes four antler glaive attacks."
                },
                {
                    "name": "Antler Glaive",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Enchanted Glaive Maneuvers",
                    "desc": "A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride"
                }
            ],
            "spell_list": [],
            "page_no": 179,
            "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_far-darrig/"
        },
        {
            "slug": "fidele-angel",
            "desc": "",
            "name": "Fidele Angel",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "16d8+32",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 5,
            "intelligence_save": 5,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, cold",
            "condition_immunities": "charmed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Celestial, Infernal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack."
                },
                {
                    "name": "+1 Longsword (Mortal or Angel Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used with two hands.",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+6"
                },
                {
                    "name": "+1 Longbow (Mortal or Angel Form Only)",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Beak (Eagle Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Talons (Eagle Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechange",
                    "desc": "The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form."
                },
                {
                    "name": "Ever Touching",
                    "desc": "Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, light, purify food and drink, spare the dying\n\n3/day: cure wounds, scorching ray (5 rays)\n\n1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The angel has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The angel's weapon attacks are magical while it is in eagle form."
                },
                {
                    "name": "To My Lover's Side",
                    "desc": "If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite."
                },
                {
                    "name": "Unshakeable Fidelity",
                    "desc": "Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other."
                }
            ],
            "spell_list": [],
            "page_no": 21,
            "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_fidele-angel/"
        },
        {
            "slug": "ghostwalk-spider",
            "desc": "",
            "name": "Ghostwalk Spider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 50,
                "climb": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 16",
            "languages": "understands Undercommon but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Ghostly Snare (During Ghostwalk Only, Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghostwalk",
                    "desc": "As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies"
                },
                {
                    "name": "Incorporeal Movement (During Ghostwalk Only)",
                    "desc": "The ghostwalk spider 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": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 361,
            "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_ghostwalk-spider/"
        },
        {
            "slug": "horakh",
            "desc": "_Resembling a cave cricket the size of a dog, this beast wraps its victim in spiny legs and claws when it attacks. A horakh’s black, chitinous thorax is topped by a translucent digestive sac—often containing half-digested eyeballs of varying sizes, colors, and species._  \n**Leaping Claws.** Insectoid killing machines with a penchant for consuming their victim’s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles that can shoot forward like pistons, shearing meat from bone.  \n**Leaping Screech.** When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.  \n**Herd the Blinded.** After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 8,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Implant Egg",
                    "desc": "If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Stealth",
                    "desc": "A horakh can hide as a bonus action if it's in dim light or darkness."
                },
                {
                    "name": "Standing Leap",
                    "desc": "As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_horakh/"
        },
        {
            "slug": "likho",
            "desc": "_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._  \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet.  \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt.  \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.",
            "name": "Likho",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Goblin, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The likho makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Disruptive Gaze",
                    "desc": "As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pounce",
                    "desc": "If the likho 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 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The likho has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "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_likho/"
        },
        {
            "slug": "mamura",
            "desc": "_This tiny monstrosity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has three clawed arms arranged radially about its body. Its slimy green bat‑like wings seem too small to work, yet it flies very well._  \n**Twisted Field Sprites.** Mamuras are the twisted faeries of magical wastelands and barren plains. They were once goodaligned, pixie-like fey called “polevoi,” or “field sprites,” but at some point they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things.  \n**Cross-Dimensional.** The mamura is one degree out of phase with the usual five dimensions. As a result, it always appears blurry and indistinct even in bright light, and it seems translucent in dim light.  \nMamuras babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to creatures of the Realms Beyond. Because of this, their babble may be prophetic, but only few can decipher it.  \n**Prophetic Followers.** They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.",
            "name": "Mamura",
            "size": "Small",
            "type": "Aberration",
            "subtype": "fey",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d6+52",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Goblin, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mamura makes three claw attacks and one whiptail sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Whiptail Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "All-Around Vision",
                    "desc": "Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mamura has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Friend to Darkness",
                    "desc": "In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness."
                },
                {
                    "name": "Distraction",
                    "desc": "Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura."
                },
                {
                    "name": "Flyby",
                    "desc": "The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mamura/"
        },
        {
            "slug": "oculo-swarm",
            "desc": "_This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground._  \n**Failed Experiment.** An oculo swarm results from an experiment to create a live scrying sensor that went poorly. Once set loose, these horrors attain a form of distributed self‑awareness. Exactly what motivates them is unknown, except that they are driven to survive.  \n**Flesh Stealers.** A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculus swarm escapes from battle— and they seldom fight to the death unless cornered—it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful its paralyzing resonance field becomes.  \n**Single Eye Scouts.** The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. A lone eye has no offensive capability and only 1 hp. It can travel only 100 feet away from the main swarm, and it must return to the swarm within an hour or it dies.",
            "name": "Oculo Swarm",
            "size": "Large",
            "type": "Aberration",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can't speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Eye Extraction",
                    "desc": "Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability."
                },
                {
                    "name": "Gaze (recharge 5-6)",
                    "desc": "The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_oculo-swarm/"
        },
        {
            "slug": "psoglav-demon",
            "desc": "",
            "name": "Psoglav Demon",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 21,
            "dexterity": 23,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "intimidation": 7,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Infernal; telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psoglav demon makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Shadow Stealing Ray (Recharge 5-6)",
                    "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility"
                },
                {
                    "name": "Magic Weapon",
                    "desc": "The psoglav's weapon attacks are magical."
                },
                {
                    "name": "Shadow Door (4/Day)",
                    "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_psoglav-demon/"
        }
    ]
}