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

GET /v1/monsters/?format=api&ordering=-wisdom_save&page=59
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=-wisdom_save&page=60",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-wisdom_save&page=58",
    "results": [
        {
            "slug": "tosculi-elite-bow-raider",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red, streaked with dark crimson veins. Elite bow raiders also tower over common tosculi—they stand over 5 feet tall and weigh 130 lb.  \n**Warband Leaders.** Elite bow raiders lead larger raiding parties of warriors and drones to gather slaves and sacrifices. As rare and prized members of the hive, a bow raider’s life is never thrown away like drones’ or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their hive-queen, both within the hive and on those rare occasions when the queen ventures outside.",
            "name": "Tosculi Elite Bow Raider",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "tosculi",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Gnoll, Infernal, Tosculi",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi elite bow raider makes two longbow attacks or two claws attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deadly Precision",
                    "desc": "The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below)."
                },
                {
                    "name": "Evasive",
                    "desc": "Ranged weapon attacks against the tosculi elite bow raider have disadvantage."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Skirmisher",
                    "desc": "The tosculi elite bow raider can Dash as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "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_tosculi-elite-bow-raider/"
        },
        {
            "slug": "tosculi-warrior",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hivequeen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds.  \n**Host Finders.** The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host.",
            "name": "Tosculi Warrior",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d6+27",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Tosculi",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi warrior makes one bite attack, one claws attack, and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Prepare Host",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Skittering",
                    "desc": "Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "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_tosculi-warrior/"
        },
        {
            "slug": "treacle",
            "desc": "_A curious bunny, an abandoned infant, or a delicate songbird can spell slow and agonizing death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness._  \n**Diet of Blood.** Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles’ soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours.  \n**Pet Polymorph.** Among humanoids, treacles transform into pets, infants, or injured animals. In the most horrific cases, these oozes resemble children’s toys. Treacles don’t choose their forms consciously, but instead rely on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present.  \n**Slow Drain.** Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they’re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps or is paralyzed. If threatened or injured, treacles flee. A sated treacle detaches from its victim host and seeks a cool, dark place to rest and digest. With enough food and safety, a treacle divides into two fully-grown oozes. Rarely, a mutation prevents this division, so that the sterile treacle instead grows in size. The largest can mimic human children and the elderly.  \nTreacles are small, weighing less than six lb. Their natural forms are pale and iridescent, like oil on fresh milk, but they’re seldom seen this way.",
            "name": "Treacle",
            "size": "Tiny",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "walk": 15,
                "climb": 10
            },
            "strength": 4,
            "dexterity": 6,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 1,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Reshape",
                    "desc": "The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities."
                },
                {
                    "name": "Blood Drain (1/hour)",
                    "desc": "A treacle touching the skin of a warm-blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The treacle can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Charming Presence",
                    "desc": "The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "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_treacle/"
        },
        {
            "slug": "tusked-skyfish",
            "desc": "_This horrid creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentacle-whiskers trailing behind it._  \n**Alchemical Flotation.** These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them almost vertically when they wish, or drifts with the winds. They can reach altitudes of 30,000 feet.  \n**Shocking Tendrils.** Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely.  \n**Slow Mounts.** When fitted with special saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. The jinnborn and genies seem to find them congenial beasts of burden, carrying as much as 4,000 pounds.",
            "name": "Tusked Skyfish",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 20
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tusked skyfish makes one gore attack and one tentacles attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Stench Spray (Recharge 5-6)",
                    "desc": "The tusked skyfish sprays foul-smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tendril Curtain",
                    "desc": "When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "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_tusked-skyfish/"
        },
        {
            "slug": "umbral-vampire",
            "desc": "",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Umbral Grasp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire 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": "Innate Spellcasting",
                    "desc": "the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"
                },
                {
                    "name": "Shadow Blend",
                    "desc": "When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."
                },
                {
                    "name": "Strike from Shadow",
                    "desc": "The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "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_umbral-vampire/"
        },
        {
            "slug": "uraeus",
            "desc": "_A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth._  \nA uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds.  \n**Divine Protectors.** Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward.  \nA uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.",
            "name": "Uraeus",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 40,
            "hit_dice": "9d4+18",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 10 ft., passive Perception 14",
            "languages": "understands Celestial and Common but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Searing Breath (Recharge 5-6)",
                    "desc": "The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Bonded Savior",
                    "desc": "When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Ward Bond",
                    "desc": "As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "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_uraeus/"
        },
        {
            "slug": "ushabti",
            "desc": "_The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more._  \n**Tomb Servants.** Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive.  \n**Slaughter Tomb Robbers.** Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched.  \n**Khopesh and Scepter.** Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.  \n**Constructed Nature.** An ushabti doesn’t require air, food, drink, or sleep.",
            "name": "Ushabti",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10+50",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 19,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 8,
            "skills": {
                "arcana": 4,
                "history": 4,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Ancient language of DM's choice",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ushabti makes one attack with Medjai's scepter and one with its khopesh."
                },
                {
                    "name": "Medjai's Scepter",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Khopesh",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dynastic Aura",
                    "desc": "A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours."
                },
                {
                    "name": "Healing Leech",
                    "desc": "If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The ushabti is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ushabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The ushabti's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 394,
            "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_ushabti/"
        },
        {
            "slug": "vapor-lynx",
            "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._  \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels.  \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet.  \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.",
            "name": "Vapor Lynx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vapor lynx makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form"
                },
                {
                    "name": "Smoky Constitution",
                    "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud."
                }
            ],
            "spell_list": [],
            "page_no": 398,
            "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_vapor-lynx/"
        },
        {
            "slug": "vesiculosa",
            "desc": "_This glittering pool stands among lush and verdant fruiting plants._  \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must.  \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.",
            "name": "Vesiculosa",
            "size": "Gargantuan",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 203,
            "hit_dice": "14d20+56",
            "speed": {
                "walk": 0,
                "burrow": 5
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 2,
            "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": "fire, bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "charmed, blinded, deafened, frightened, prone",
            "senses": "tremorsense 60 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed."
                },
                {
                    "name": "Entrap",
                    "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target."
                },
                {
                    "name": "Reel",
                    "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body."
                },
                {
                    "name": "Engulf",
                    "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water."
                },
                {
                    "name": "Rich Sapphire Heartvine",
                    "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging."
                },
                {
                    "name": "Rootlet Swarms",
                    "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours."
                },
                {
                    "name": "Sweet Water",
                    "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake."
                },
                {
                    "name": "Verdant",
                    "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed."
                }
            ],
            "spell_list": [],
            "page_no": 399,
            "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_vesiculosa/"
        },
        {
            "slug": "vile-barber",
            "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two attacks with its straight razor."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Unclean Cut",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Close-in Slasher",
                    "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it."
                },
                {
                    "name": "Inhumanly Quick",
                    "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."
                },
                {
                    "name": "Invasive",
                    "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."
                },
                {
                    "name": "Pilfer",
                    "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."
                },
                {
                    "name": "Shadow Step",
                    "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "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_vile-barber/"
        },
        {
            "slug": "vine-lords-tendril-puppet",
            "desc": "",
            "name": "Vine Lord's Tendril Puppet",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 6,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Assegai",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Hurl Thorns",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poor Vision",
                    "desc": "Tendril puppets see almost nothing beyond 30 feet away."
                },
                {
                    "name": "Regeneration",
                    "desc": "The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                },
                {
                    "name": "Green Strider",
                    "desc": "The tendril puppet ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tendril puppet has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 403,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-lords-tendril-puppet/"
        },
        {
            "slug": "vine-troll-skeleton",
            "desc": "_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._  \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits.  \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless.  \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.",
            "name": "Vine Troll Skeleton",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,",
            "damage_immunities": "poison",
            "condition_immunities": "deafened, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skeleton makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-troll-skeleton/"
        },
        {
            "slug": "wampus-cat",
            "desc": "_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.",
            "name": "Wampus Cat",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 40,
                "climb": 20,
                "swim": 20
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Yowl (Recharge 5-6)",
                    "desc": "Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Focused Animosity",
                    "desc": "The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wampus cat has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "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_wampus-cat/"
        },
        {
            "slug": "water-leaper",
            "desc": "_The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb._  \n**Gliding Wings.** The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air.  \n**Scourge of Waterways.** Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.",
            "name": "Water Leaper",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d10+26",
            "speed": {
                "walk": 5,
                "fly": 50,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The water leaper uses its shriek and makes one bite attack and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Shriek",
                    "desc": "The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Swallow",
                    "desc": "The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The water leaper can breathe both air and water."
                },
                {
                    "name": "Camouflage",
                    "desc": "The water leaper has advantage on Dexterity (Stealth) checks when underwater."
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "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_water-leaper/"
        },
        {
            "slug": "weaving-spider",
            "desc": "This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body.  \n_**Cloth Makers.**_ These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes).  \n_**Throw Poison.**_ Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered.  \n_**Constructed Nature.**_ A clockwork weaving spider doesn’t require air, food, drink, or sleep.",
            "name": "Weaving Spider",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 25,
            "hit_dice": "10d4",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 8,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The weaving spider makes two trimming blade attacks or two needle shuttle attacks."
                },
                {
                    "name": "Trimming Blade",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Poisoned Needle Shuttle",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Unmaking",
                    "desc": "The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The weaving spider is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The weaving spider has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 66,
            "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_weaving-spider/"
        },
        {
            "slug": "weeping-treant",
            "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._  \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move.  \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire.  \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive.  \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.",
            "name": "Weeping Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                },
                {
                    "name": "Treespeech",
                    "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude."
                },
                {
                    "name": "Acidic Tears",
                    "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse."
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_weeping-treant/"
        },
        {
            "slug": "wharfling",
            "desc": "_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.",
            "name": "Wharfling",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 6,
            "hit_dice": "4d4 - 4",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 407,
            "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_wharfling/"
        },
        {
            "slug": "wharfling-swarm",
            "desc": "_An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight._  \n**Bloodthisty Mobs.** These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path.  \n**Beach Swarms.** Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.",
            "name": "Wharfling Swarm",
            "size": "Large",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d10 - 14",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Locking Bite",
                    "desc": "When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples."
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."
                }
            ],
            "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 large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 407,
            "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_wharfling-swarm/"
        },
        {
            "slug": "white-ape",
            "desc": "_This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes._  \n**Awakened by Sorcery.** White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained.  \n**Arcane Wasting.** The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague.  \n**Driven Away.** The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters.",
            "name": "White Ape",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 6,
                "athletics": 7,
                "intimidation": 2,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ape makes one bite attack and two claw attacks."
                },
                {
                    "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 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Frenzy (1/Day)",
                    "desc": "When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hatred for Spellcasters",
                    "desc": "The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell."
                },
                {
                    "name": "Arcane Wasting (Disease)",
                    "desc": "When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check."
                }
            ],
            "spell_list": [],
            "page_no": 408,
            "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_white-ape/"
        },
        {
            "slug": "witchlight",
            "desc": "_This tiny ball of bright light seems to emanate from a crystalline center._  \n**Wizard Servants.** Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure.  \n**Flashing Light Code.** A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word.  \n**Free Roaming.** If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights.  \nEvil witchlights can be surprisingly cruel, not unlike will-o’wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff ” is just an impressivelooking stick with a witchlight perched on top.  \n**Constructed Nature.** A witchlight doesn’t require air, food, drink, or sleep.",
            "name": "Witchlight",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "4d4",
            "speed": {
                "fly": 50
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, radiant",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands the language of its creator but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Light Ray",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flash (Recharge 5-6)",
                    "desc": "The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dispel Magic Weakness",
                    "desc": "Casting dispel magic on a witchlight paralyzes it for 1d10 rounds."
                },
                {
                    "name": "Luminance",
                    "desc": "A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Thin As Light",
                    "desc": "While a witchlight is not incorporeal, it can pass through any opening that light can."
                }
            ],
            "spell_list": [],
            "page_no": 409,
            "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_witchlight/"
        },
        {
            "slug": "wolf-reaver-dwarf",
            "desc": "",
            "name": "Wolf Reaver Dwarf",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dwarf",
            "group": null,
            "alignment": "any chaotic",
            "armor_class": 16,
            "armor_desc": "chain shirt, shield",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 35
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Dwarvish",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wolf reaver dwarf makes two melee or ranged attacks."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Danger Sense",
                    "desc": "The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."
                },
                {
                    "name": "Dwarven Resistance",
                    "desc": "The wolf reaver dwarf has advantage on saving throws against poison."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 426,
            "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_wolf-reaver-dwarf/"
        },
        {
            "slug": "wolf-spirit-swarm",
            "desc": "_A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself._  \nWhen a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.  \n_**Dozen-Eyed Hunters.**_ At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever.  \n_**Absorb Their Kill.**_ Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it.  \n_**Howl Before Combat.**_ Hirelings, mounts, and familiars often panic at the sound of a spirit pack’s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.  \n_**Undead Nature.**_ A swarm of wolf spirits doesn’t require air, food, drink, or sleep.",
            "name": "Wolf Spirit Swarm",
            "size": "Large",
            "type": "Undead",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "15d10+15",
            "speed": {
                "hover": true,
                "walk": 50,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, slashing",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "understands Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Icy Doom (Recharge 5-6)",
                    "desc": "All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn."
                },
                {
                    "name": "Chilling Howl",
                    "desc": "As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Speed Over Snow",
                    "desc": "A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions."
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "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_wolf-spirit-swarm/"
        },
        {
            "slug": "wormhearted-suffragan",
            "desc": "_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.",
            "name": "Wormhearted Suffragan",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "medicine": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."
                },
                {
                    "name": "Helminth Infestation",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"
                }
            ],
            "spell_list": [],
            "page_no": 410,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_wormhearted-suffragan/"
        },
        {
            "slug": "xanka",
            "desc": "_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.",
            "name": "Xanka",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "climb": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened,",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "Understands the languages of its creator but can't",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Absorb",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ingest Weapons",
                    "desc": "When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The xanka's weapon attacks are magical."
                },
                {
                    "name": "Constructed Nature",
                    "desc": "A xanka doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 411,
            "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_xanka/"
        },
        {
            "slug": "xhkarsh",
            "desc": "_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.",
            "name": "Xhkarsh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural and mystic armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 16",
            "languages": "Common, Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xhkarsh makes two claw attacks and two stinger attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Seize Strand",
                    "desc": "The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."
                },
                {
                    "name": "Invisibility",
                    "desc": "The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 412,
            "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_xhkarsh/"
        },
        {
            "slug": "ychen-bannog",
            "desc": "_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._  \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.  \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.  \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.",
            "name": "Ychen Bannog",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "14d20+84",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "passive Perception 11",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ychen bannog makes one gore attack and one stomp attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.",
                    "attack_bonus": 13,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Destroying Bellow (Recharge 5-6)",
                    "desc": "The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ever-Sharp Horns",
                    "desc": "The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack."
                },
                {
                    "name": "Overrun",
                    "desc": "When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action."
                },
                {
                    "name": "Peaceful Creature",
                    "desc": "The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check."
                }
            ],
            "spell_list": [],
            "page_no": 413,
            "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_ychen-bannog/"
        },
        {
            "slug": "young-spinosaurus",
            "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.",
            "name": "Young Spinosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 50,
                "swim": 30
            },
            "strength": 23,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tamed",
                    "desc": "The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_young-spinosaurus/"
        },
        {
            "slug": "zanskaran-viper",
            "desc": "Greenish liquid drips from the dagger-length fangs of this 20-foot-long monstrosity. They show little fear.  \n_**Human Hunters.**_ This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly.  \n_**Jungle Bred.**_ A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds.  \n_**Famous but Rare Venom.**_ A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available.",
            "name": "Zanskaran Viper",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "4d10+16",
            "speed": {
                "walk": 30,
                "climb": 10,
                "swim": 30
            },
            "strength": 12,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.",
                    "attack_bonus": 3,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 354,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob_zanskaran-viper/"
        },
        {
            "slug": "zimwi",
            "desc": "_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one claws attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 415,
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_zimwi/"
        },
        {
            "slug": "zmey-headling",
            "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.  \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.",
            "name": "Zmey Headling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 1,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zmey headline makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The zmey headling can breathe air and water."
                },
                {
                    "name": "Regeneration",
                    "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 417,
            "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_zmey-headling/"
        },
        {
            "slug": "firetamer",
            "desc": "Firetamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.",
            "name": "Firetamer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": "Elemental Wardens",
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "red dragon scale mail",
            "hit_points": 92,
            "hit_dice": "16d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "Common, Druidic, Primordial (Ignan)",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4d6",
                    "damage_bonus": 2
                },
                {
                    "name": "Flamecharm (Recharges after a Short or Long Rest)",
                    "desc": "The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flameform",
                    "desc": "As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, mending, produce flame\n* 1st level (4 slots): cure wounds, faerie fire, longstrider, jump\n* 2nd level (3 slots): flame blade, heat metal, lesser restoration\n* 3rd level (3 slots): daylight, dispel magic, protection from energy\n* 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/druidcraft/?format=api",
                "https://api-beta.open5e.com/v2/spells/mending/?format=api",
                "https://api-beta.open5e.com/v2/spells/produce-flame/?format=api",
                "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api",
                "https://api-beta.open5e.com/v2/spells/faerie-fire/?format=api",
                "https://api-beta.open5e.com/v2/spells/longstrider/?format=api",
                "https://api-beta.open5e.com/v2/spells/jump/?format=api",
                "https://api-beta.open5e.com/v2/spells/flame-blade/?format=api",
                "https://api-beta.open5e.com/v2/spells/heat-metal/?format=api",
                "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/daylight/?format=api",
                "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/protection-from-energy/?format=api",
                "https://api-beta.open5e.com/v2/spells/blight/?format=api",
                "https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=api",
                "https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=api",
                "https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=api"
            ],
            "page_no": 128,
            "environments": [],
            "img_main": null,
            "document__slug": "taldorei",
            "document__title": "Critical Role: Tal’Dorei Campaign Setting",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/",
            "v2_converted_path": "/v2/creatures/tdcs_firetamer/"
        },
        {
            "slug": "skydancer",
            "desc": "Air elemental warden children learn to fly before they learn to walk, accompanying their parents through the snow-fattened clouds on _skysails_ (see pg. 45). While all air wardens love the sensation of flight, few hone their skills as rigorously as the skydancers. These graceful masters of the wind are at once artists, performers, and warriors; they are beloved heroes of their people, both defending them in times of danger and bringing them happiness in times of peace.",
            "name": "Skydancer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": "Elemental Wardens",
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 63,
            "hit_dice": "14d8",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 16",
            "languages": "Common, Druidic, Primordial (Auran)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skydancer makes two skysail staff attacks."
                },
                {
                    "name": "Skysail Staff",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure or half as much damage on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Slow Fall",
                    "desc": "When the skydancer takes falling damage, it may reduce the damage by half."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the skydancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skydancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Flyby",
                    "desc": "The skydancer doesn’t provoke opportunity attacks when it flies out of an enemy’s reach."
                },
                {
                    "name": "Skysail",
                    "desc": "The skydancer flies with a special weapon called a _skysail_ (see pg. 45). While the _skysail’s_ wings are extended, the skydancer can cast _levitate_ at will, and can spend an action to cast _fly_ on itself (no concentration required) for up to 1 minute once per day. This use of _fly_ instantly replenishes when in an area of powerful air elemental magic."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): guidance, shillelagh\n* 1st level (4 slots): fog cloud, entangle, jump\n* 2nd level (2 slots): gust of wind, skywrite"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/guidance/?format=api",
                "https://api-beta.open5e.com/v2/spells/shillelagh/?format=api",
                "https://api-beta.open5e.com/v2/spells/fog-cloud/?format=api",
                "https://api-beta.open5e.com/v2/spells/entangle/?format=api",
                "https://api-beta.open5e.com/v2/spells/jump/?format=api",
                "https://api-beta.open5e.com/v2/spells/gust-of-wind/?format=api"
            ],
            "page_no": 129,
            "environments": [],
            "img_main": null,
            "document__slug": "taldorei",
            "document__title": "Critical Role: Tal’Dorei Campaign Setting",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/",
            "v2_converted_path": "/v2/creatures/tdcs_skydancer/"
        },
        {
            "slug": "abominablebeauty-tob1-2023",
            "desc": "False",
            "name": "Abominable Beauty",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "22d8 + 88",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 12,
            "perception": 17,
            "skills": {
                "Deception": 12,
                "Perception": 7,
                "Performance": 12,
                "Persuasion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire",
            "condition_immunities": "False",
            "senses": "passive Perception 17",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abominable beauty uses Blinding Gaze. She then makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) fire damage."
                },
                {
                    "name": "Blinding Gaze",
                    "desc": "The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours."
                },
                {
                    "name": "Deafening Voice (Recharge 5-6)",
                    "desc": "The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a DC 16 Constitution saving throw. On a failure, a creature takes 31 (9d6) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage, isn't deafened, and is immune to the abominable beauty's Deafening Voice for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burning Touch",
                    "desc": "When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 (6d6) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 (3d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_abominable-beauty/"
        },
        {
            "slug": "accurseddefiler-tob1-2023",
            "desc": "False",
            "name": "Accursed Defiler",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 75,
            "hit_dice": "10d8 + 30",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands an ancient language but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The accursed defiler makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of exhaustion."
                },
                {
                    "name": "Sandslash (Recharge 5-6)",
                    "desc": "The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Cursed Existence",
                    "desc": "When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the bless spell, the accursed defiler reforms at the next sundown 1d100 miles away from where it died in a random direction."
                },
                {
                    "name": "Sand Shroud",
                    "desc": "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom (Survival) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The accursed defiler doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 12,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_accursed-defiler/"
        },
        {
            "slug": "ala-tob1-2023",
            "desc": "False",
            "name": "Ala",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d8 + 60",
            "speed": {
                "walk": 40,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 19,
            "skills": {
                "Athletics": 8,
                "Perception": 9,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "lightning, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ala makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Lightning's Kiss (Recharge 5-6)",
                    "desc": "The ala launches a bolt of lightning at up to three targets it can see within 30 feet of it. Each target must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Poisonous Flesh",
                    "desc": "The ala's poison infuses its flesh. A creature that touches the ala or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage."
                },
                {
                    "name": "Storm's Strength",
                    "desc": "If the ala is outside and an electrical storm is within 1 mile of it, creatures have disadvantage on their saving throws against the ala's Lightning's Kiss."
                }
            ],
            "spell_list": [],
            "page_no": 13,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ala/"
        },
        {
            "slug": "alchemist-tob1-2023",
            "desc": "False",
            "name": "Alchemist",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6 + 16",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Arcana": 5,
                "Medicine": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes two Alchemical Dagger or Alchemical Bolt attacks."
                },
                {
                    "name": "Alchemical Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary."
                },
                {
                    "name": "Alchemical Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary."
                },
                {
                    "name": "Alchemical Vapors (Recharge 6)",
                    "desc": "The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Apothecary",
                    "desc": "At the start of each of the kobold alchemist's turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_alchemist/"
        },
        {
            "slug": "alehousedrake-tob1-2023",
            "desc": "False",
            "name": "Alehouse Drake",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "10d4 + 20",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Deception": 5,
                "Insight": 3,
                "Persuasion": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."
                },
                {
                    "name": "Discombobulating Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 13 Charisma saving throw or be discombobulated until the end of its next turn. A discombobulated creature is incapacitated, and when it moves, it moves in a random direction."
                },
                {
                    "name": "Mocking Chortle",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 7 (1d8 + 3) psychic damage."
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The drake uses one of the following breath weapons."
                },
                {
                    "name": "Dazing Breath",
                    "desc": "The alehouse drake exhales sweet-smelling gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Charisma saving throw or become incapacitated for 1 minute. While incapacitated, the creature is indifferent about creatures that it is hostile toward within 50 feet of the drake. If the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed, it is no longer indifferent but remains incapacitated. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Intoxicating Breath",
                    "desc": "The alehouse drake burps intoxicating gas in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 138,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_alehouse-drake/"
        },
        {
            "slug": "alseid-tob1-2023",
            "desc": "False",
            "name": "Alseid",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 33,
            "hit_dice": "6d8 + 6",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Nature": 3,
                "Perception": 5,
                "Stealth": 5,
                "Survival": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Thorned Staff",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 5 (2d4) piercing damage."
                },
                {
                    "name": "Thorn Bolt",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (2d4 + 3) piercing damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The grovekeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\nAt will: animal friendship, animal messenger, druidcraft\n1/day each: cure wounds, faerie fire, lesser restoration"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Woodfriend",
                    "desc": "When in a forest, the alseid leaves no tracks and automatically discerns true north."
                }
            ],
            "spell_list": [],
            "page_no": 15,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_alseid/"
        },
        {
            "slug": "amphiptere-tob1-2023",
            "desc": "False",
            "name": "Amphiptere",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8 + 24",
            "speed": {
                "walk": 20,
                "fly": 20
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 16,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 10 ft., passive Perception 15",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The amphiptere makes one Bite attack and one Stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The amphiptere doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Swarming",
                    "desc": "Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_amphiptere/"
        },
        {
            "slug": "angatra-tob1-2023",
            "desc": "False",
            "name": "Angatra",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d8 + 40",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angatra makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Agonizing Gaze",
                    "desc": "When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn."
                },
                {
                    "name": "Ancestral Wrath",
                    "desc": "The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The angatra doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_angatra/"
        },
        {
            "slug": "anglerworm-tob1-2023",
            "desc": "False",
            "name": "Angler Worm",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "11d12 + 33",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 5,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, poisoned, prone",
            "senses": "tremorsense 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angler worm makes two Bite attacks or one Bite attack and one Coils attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage."
                },
                {
                    "name": "Coils",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained by the angler worm, it can't breathe, it takes 10 (3d6) bludgeoning damage at the start of each of the angler worm's turns, and the angler worm can't use its Coils on another target."
                },
                {
                    "name": "Ethereal Lure (Recharge 4-6)",
                    "desc": "The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm's next turn. When a creature that isn't an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the charmed creature enters the worm's snares, it has disadvantage on the saving throw to avoid being restrained."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Keen Touch",
                    "desc": "The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations."
                },
                {
                    "name": "Snare Walker",
                    "desc": "The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Transparent Trap",
                    "desc": "With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the snares forming it are nearly transparent, requiring a successful DC 15 Wisdom (Perception) check to notice them."
                }
            ],
            "spell_list": [],
            "page_no": 20,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_angler-worm/"
        },
        {
            "slug": "anubian-tob1-2023",
            "desc": "False",
            "name": "Anubian",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8 + 8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11",
            "languages": "Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The anubian makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."
                },
                {
                    "name": "Haboob (1/Day)",
                    "desc": "A 30-foot-tall cylinder of sand forms in the anubian's space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a DC 13 Strength saving throw or be restrained by the storm. While restrained, the creature takes 3 (1d6) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the restrained creature, can use its action to free the restrained creature by succeeding on a DC 13 Strength check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sand Step",
                    "desc": "The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide. The anubian can't use Sand Step while Haboob is active."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The anubian doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Sand Camouflage",
                    "desc": "The anubian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."
                },
                {
                    "name": "Sand Form",
                    "desc": "The anubian can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 23,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_anubian/"
        },
        {
            "slug": "arborealgrappler-tob1-2023",
            "desc": "False",
            "name": "Arboreal Grappler",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8 + 36",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Acrobatics": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The arboreal grappler makes one Bite attack and two Tentacle attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The arboreal grappler has two tentacles, each of which can grapple only one target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Boscage Brachiation",
                    "desc": "The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach."
                },
                {
                    "name": "Mobile Grappler",
                    "desc": "The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has grappled."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 24,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_arboreal-grappler/"
        },
        {
            "slug": "aridni-tob1-2023",
            "desc": "False",
            "name": "Aridni",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 9,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Acrobatics": 11,
                "Perception": 3,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Gnoll, Sylvan, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aridni makes three Shortsword or Pixie Bow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage."
                },
                {
                    "name": "Pixie Bow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 10 (2d4 + 5) piercing damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, detect magic, invisibility\n3/day each: charm person, faerie fire\n1/day: spike growth"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enchanted Arrows",
                    "desc": "The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:"
                },
                {
                    "name": "Confusion",
                    "desc": "The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell."
                },
                {
                    "name": "Fear",
                    "desc": "The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route."
                },
                {
                    "name": "Laughter",
                    "desc": "The target falls prone and is incapacitated with laughter until the end of its next turn."
                },
                {
                    "name": "Sleep",
                    "desc": "The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n\n\n\nAridni in Midgard"
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aridni has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 25,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_aridni/"
        },
        {
            "slug": "arx-tob1-2023",
            "desc": "False",
            "name": "Arx",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10 + 72",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 8,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning, poison",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, Infernal, telepathy 60 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The arx makes two Claw attacks and one Spear attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Wall Smash",
                    "desc": "If the arx has its wall set up (see Emplace Wall), it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Emplace Wall (Recharge 3-6)",
                    "desc": "The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature's space when the arx places it, the creature must make a DC 16 Dexterity saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The arx is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The arx has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Spiky Hide",
                    "desc": "A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. This trait also applies to the arx's walls."
                }
            ],
            "spell_list": [],
            "page_no": 26,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_arx/"
        },
        {
            "slug": "asanbosam-tob1-2023",
            "desc": "False",
            "name": "Asanbosam",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10 + 36",
            "speed": {
                "walk": 15
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Acrobatics": 4,
                "Perception": 3,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The asanbosam makes one Bite attack and one Claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) poison damage and contract a disease. Until the disease ends, the creature is poisoned. Every 24 hours that elapse, the infected creature must repeat the saving throw. On a success, the disease ends. On a failure, the creature's hp maximum is reduced by 5 (1d10). This reduction lasts until the disease ends. The target dies if its hp maximum is reduced to 0."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the asanbosam can't use its Claws on another target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract the disease described in the Bite attack."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Arboreal Escape",
                    "desc": "While in a tree, the asanbosam takes the Disengage or Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 27,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_asanbosam/"
        },
        {
            "slug": "ashdrake-tob1-2023",
            "desc": "False",
            "name": "Ash Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d6 + 54",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."
                },
                {
                    "name": "Ash Cloud (Recharge 6)",
                    "desc": "The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn't an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration."
                },
                {
                    "name": "Ash Breath (Recharge 5-6)",
                    "desc": "The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) fire damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Firesight",
                    "desc": "The ash drake can see through areas obscured by fire, smoke, and fog without penalty."
                }
            ],
            "spell_list": [],
            "page_no": 139,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ash-drake/"
        },
        {
            "slug": "ashwalker-tob1-2023",
            "desc": "False",
            "name": "Ashwalker",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) damage of the type noted in the ashwalker's Breath Born trait."
                },
                {
                    "name": "Draconic Breath (Recharge 6)",
                    "desc": "The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 14 (4d6) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Breath Born",
                    "desc": "The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)."
                },
                {
                    "name": "Burst of Breath",
                    "desc": "A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage of the type noted in its Breath Born trait."
                },
                {
                    "name": "Last Breath",
                    "desc": "The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being grappled or restrained. At the end of the ashwalker's next turn, it is destroyed."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The ashwalker doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ashwalker/"
        },
        {
            "slug": "azzagremlin-tob1-2023",
            "desc": "False",
            "name": "Azza Gremlin",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 40,
                "fly": 10
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Lightning Jolt",
                    "desc": "Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 6 (1d6 + 3) lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be affected by Contagious Lightning."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Ride the Bolt",
                    "desc": "The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Contagious Lightning",
                    "desc": "A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_azza-gremlin/"
        },
        {
            "slug": "bagiennik-tob1-2023",
            "desc": "False",
            "name": "Bagiennik",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8 + 30",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bagiennik makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."
                },
                {
                    "name": "Acid Spray",
                    "desc": "The bagiennik sprays acid on one creature it can see within 30 feet of it, creating a puddle of oil beneath the creature. The target must make a DC 13 Dexterity saving throw. On a failure, the creature takes 18 (4d8) acid damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone. The slippery oil covers the ground in a 5-foot square centered on the point where the target was standing for 1 minute. A creature that enters the oily area or ends its turn there must succeed on a DC 13 Dexterity saving throw or fall prone."
                },
                {
                    "name": "Healing Oil (3/Day)",
                    "desc": "The bagiennik applies healing oil to a creature it can see within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison. The target must then succeed on a DC 13 Constitution saving throw or its speed is halved and it takes a −2 penalty to AC and Dexterity saving throws for 1 minute."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 31,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bagiennik/"
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}