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

GET /v1/monsters/?format=api&ordering=alignment&page=40
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=alignment&page=41",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=alignment&page=39",
    "results": [
        {
            "slug": "wind-eater",
            "desc": "",
            "name": "Wind Eater",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "understands Common but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "desc": "The wind eater makes two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies.",
                    "name": "Aura of Silence"
                },
                {
                    "desc": "The wind eater can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "As a bonus action while in dim light or darkness, the wind eater becomes invisible. The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it.",
                    "name": "Shadow Blend"
                },
                {
                    "desc": "The wind eater's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components:\nAt will: silent image\n3/day each: blur, major image\n1/day: mirage arcane",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 381,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_wind-eater/"
        },
        {
            "slug": "winds-harp",
            "desc": "",
            "name": "Wind's Harp",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d8",
            "speed": {
                "fly": 10,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Infernal",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "The wind's harp devil makes two infernal noise attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8",
                    "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.",
                    "name": "Infernal Noise"
                },
                {
                    "desc": "The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.",
                    "name": "Hellish Chorus (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.",
                    "name": "Diabolical Countersong"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.",
                    "name": "False Appearance"
                },
                {
                    "desc": "The wind's harp devil has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP",
                    "name": "Strong Winds"
                }
            ],
            "spell_list": [],
            "page_no": 105,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_winds-harp/"
        },
        {
            "slug": "wyvern-knight",
            "desc": "",
            "name": "Wyvern Knight",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 20,
            "armor_desc": "plate, shield",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "poisoned",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d12+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted.",
                    "name": "Lance"
                },
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d10",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 10 (3d6) poison damage.",
                    "name": "Heavy Crossbow"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d4+3",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.",
                    "name": "Dagger"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield.",
                    "name": "Protection"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The wyvern knight has advantage on saving throws against being frightened.",
                    "name": "Brave"
                },
                {
                    "desc": "When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling.",
                    "name": "Ring of Feather Falling"
                }
            ],
            "spell_list": [],
            "page_no": 385,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_wyvern-knight/"
        },
        {
            "slug": "blaspheming-hand",
            "desc": "",
            "name": "Blaspheming Hand",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "8d10+24",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 12,
            "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": "cold, fire, psychic; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, poisoned",
            "senses": "blindsight 60' (blind beyond), passive Perception 11",
            "languages": "understands Abyssal and Infernal but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Claw attack and uses Evil Fingers."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and target is grappled (escape DC 14) if it is a Med or smaller creature and hand isn't being used as a mount. Until the grapple ends the target is restrained hand can't use its Claw on another and hand's walking speed is reduced to 0."
                },
                {
                    "name": "Evil Fingers",
                    "desc": "Gestures at one creature it can see within 60' causing one of the following effects:Beckoning Finger Target: DC 14 Str save or be magically pulled up to 30' in a straight line toward hand. If creature is pulled to within 5 ft. of the hand hand can make one Claw attack vs. it as a bonus action.Punishing Finger Target: DC 14 Cha save or take 10 (3d6) fire and be marked for punishment. Until start of hand's next turn each time punished target makes an attack vs. the hand or its rider target takes 7 (2d6) fire.Repelling Finger Target: DC 14 Str save or take 11 (2d10) force and be pushed up to 10 ft. away from the hand and knocked prone.Unravelling Finger Target: DC 14 Wis save or bear a magical mark. When hand deals damage to marked creature regains hp equal to half damage dealt. Mark lasts until hand dismisses it as a bonus action or it uses Unravelling Finger again."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Steadfast",
                    "desc": "Can't be charmed or frightened while at least one of its allies is within 30' of it."
                }
            ],
            "spell_list": [],
            "page_no": 60,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_blaspheming-hand/"
        },
        {
            "slug": "cueyatl-warchief",
            "desc": "",
            "name": "Cueyatl Warchief",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "studded leather, shield",
            "hit_points": 117,
            "hit_dice": "18d6+54",
            "speed": {
                "walk": 30,
                "climb": 20,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "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', passive Perception 13",
            "languages": "Cueyatl",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Lances. If mounted mount can then make one melee weapon attack."
                },
                {
                    "name": "Lance",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 10 (1d12+4) piercing damage + 7 (2d6) poison."
                },
                {
                    "name": "Javelin",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 30/120' one target 7 (1d6+4) piercing damage + 7 (2d6) poison."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Mounted Parry",
                    "desc": "Adds 3 to its AC or its mount's AC vs. one melee attack that would hit it or its mount. To do so warchief must see attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Insect Affinity",
                    "desc": "Insects understand warchief and view it favorably. Warchief can communicate simple ideas through words and gestures with insectoid Beasts and warchief has advantage on Wis (Animal Handling) made when interacting with such Beasts."
                },
                {
                    "name": "Jungle Camouflage",
                    "desc": "Advantage on Dex (Stealth) checks made to hide in jungle terrain."
                },
                {
                    "name": "Locked Saddle",
                    "desc": "Can't be knocked prone dismounted or moved vs. its will while mounted."
                },
                {
                    "name": "Mounted Warrior",
                    "desc": "While mounted mount can't be charmed or frightened."
                },
                {
                    "name": "Slippery",
                    "desc": "Advantage: saves/ability checks to escape a grapple."
                },
                {
                    "name": "Spirited Charge",
                    "desc": "If it moves 20'+ straight toward a creature while mounted and then hits with Lance attack on the same turn the warchief can use a bonus action to command its mount to make one melee weapon attack vs. that creature as a reaction."
                },
                {
                    "name": "Standing Leap",
                    "desc": "Its long jump is up to 20' and its high jump is up to 10 ft. with or with o a running start."
                }
            ],
            "spell_list": [],
            "page_no": 101,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_cueyatl-warchief/"
        },
        {
            "slug": "derro-hellforged",
            "desc": "",
            "name": "Derro, Hellforged",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 25
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 7,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": -2,
            "skills": {
                "perception": -2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120', passive Perception 11",
            "languages": "Common, Dwarvish, Infernal, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Battleaxe or Hurl Hellfire attacks."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if used with two hands + 7 (2d6) fire."
                },
                {
                    "name": "Hurl Hellfire",
                    "desc": "Ranged Spell Attack: +5 to hit, 120 ft., one target, 12 (3d6+2) fire. If target is a creature or flammable object it ignites. Until a creature takes an action to douse the fire target takes 5 (1d10) fire at start of each of its turns."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Voice of Authority (Recharge 5-6)",
                    "desc": "When a creature hits hellforged with an attack hellforged shrieks a one-word command. Attacker must make DC 15 Wis save or carry out this command on its next turn. This reaction works like the command spell except the attacker doesn't have to understand the hellforged's language. Hellforged must see the attacker and be able to speak to use this reaction."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Insanity",
                    "desc": "Advantage on saves vs. being charmed or frightened."
                },
                {
                    "name": "Hellfire Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 2d6 fire (included below)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_derro-hellforged/"
        },
        {
            "slug": "devil-devilflame-juggler",
            "desc": "",
            "name": "Devil, Devilflame Juggler",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120', passive Perception 12",
            "languages": "Infernal, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Deft Touch or Devilflame Sphere attacks. If it hits 1 creature with 2 Deft Touches or 2 Devilflame Spheres target: DC 18 Wis save or frightened until end of its next turn."
                },
                {
                    "name": "Deft Touch",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (3d6+5) slashing damage + 9 (2d8) fire. Instead of dealing damage juggler can steal one item target is wearing or carrying provided item weighs no more than 15 pounds and isn't wrapped around or firmly attached to target such as a shirt or belt."
                },
                {
                    "name": "Devilflame Sphere",
                    "desc": "Ranged Spell Attack: +9 to hit, 120 ft., one target, 22 (4d8+4) fire."
                },
                {
                    "name": "Fiery Flourish (Recharge 5-6)",
                    "desc": "Tosses hellfire ball at creature it can see within 90' of it. Target: 45 (10d8) fire (DC 18 Dex half). Ball then splits and bounces to up to 4 creatures within 30' of target. Each of these: 22 (5d8) fire (DC 18 Dex half). This fire ignites flammable objects that aren't being worn or carried and are between each of the targets."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Leap",
                    "desc": "The juggler takes the Dash or Disengage action."
                }
            ],
            "reactions": [
                {
                    "name": "Uncanny Dodge",
                    "desc": "When an attacker it can see hits it with an attack can choose to take half dmg instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Dizzying Movement",
                    "desc": "If it moves 15 ft.+ on a turn each creature that can see the move: poisoned until end of its next turn (DC 18 Con)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Standing Leap",
                    "desc": "Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."
                }
            ],
            "spell_list": [],
            "page_no": 119,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-devilflame-juggler/"
        },
        {
            "slug": "devil-infernal-tutor",
            "desc": "",
            "name": "Devil, Infernal Tutor",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 182,
            "hit_dice": "28d8+56",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing & slashing from nonmagical attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 120', passive Perception 15",
            "languages": "all, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."
                },
                {
                    "name": "Claw (True Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 14 (4d6) psychic."
                },
                {
                    "name": "Tutor's Baton",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 14 (4d6) psychic. Instead of dealing psychic damage tutor can cause target to be incapacitated until target's next turn ends."
                },
                {
                    "name": "Fiendish Indoctrination (Recharge 5-6)",
                    "desc": "Speaks fiendish ideals couched in persuasive scholarly language. Each creature within 30' of tutor: 45 (13d6) psychic and is charmed for 1 min (DC 18 Cha half damage isn't charmed). Charmed creature isn't under tutor's control but regards tutor as a trusted friend taking tutor's requests or actions in most favorable way it can. Charmed creature can re-save at end of each of its turns success ends effect on itself. A creature that fails the save by 5+ is charmed for 1 day instead. Such a creature can re-save only when it suffers harm or receives a suicidal command ending effect on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 18) no material components: At will: bane calm emotions command detect thoughts suggestion3/day ea: bestow curse compulsion enthrall1/day ea: geas modify memory"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "Magically transforms into a Small or Med Humanoid or back into its true fiendish form. Its stats other than its size are same in each form. Items worn/carried aren't transformed. Reverts on death."
                }
            ],
            "reactions": [
                {
                    "name": "Strength of Character",
                    "desc": "When it succeeds on a save tutor responds with scathing magical insult if source of effect is a creature within 60' of tutor. That creature: DC 18 Wis save or take 14 (4d6) psychic and have disadvantage on next save it makes vs. a spell cast by tutor."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Phrenic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon extra 4d6 psychic (included below)."
                },
                {
                    "name": "Weaken Resolve",
                    "desc": "Its speech has subtle enchantments that make it seem logical or profound regardless of words used. It has advantage on Cha (Deception) and Cha (Persuasion) checks vs. Humanoids. Also if tutor spends 1+ min conversing with Humanoid that creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and vs. enchantment spells tutor casts."
                }
            ],
            "spell_list": [],
            "page_no": 120,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-infernal-tutor/"
        },
        {
            "slug": "devil-infernal-tutor-lesser",
            "desc": "",
            "name": "Devil, Infernal Tutor, Lesser",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "17d8+34",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": 5,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silver weapons",
            "damage_immunities": "fire, poison ",
            "condition_immunities": "charmed, frightened, poisoned ",
            "senses": "darkvision 120 ft, passive Perception 13 ",
            "languages": "Common, Infernal, telepathy 120'",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."
                },
                {
                    "name": "Claw (True Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) slashing damage."
                },
                {
                    "name": "Tutor's Baton",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."
                },
                {
                    "name": "Fiendish Tutelage (Recharge 5-6)",
                    "desc": "Speaks fiendish teachings. Each creature within 15 ft. and can hear it: 35 (10d6) psychic (DC 15 Cha half)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 15) no material components: At will: bane calm emotions detect thoughts3/day ea: command enthrall suggestion1/day: compulsion"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "Magically transforms into Small or Med Humanoid or back into its true fiendish form. Its stats except size are same in each form. Items worn/carried aren't transformed. Reverts on death."
                }
            ],
            "reactions": [
                {
                    "name": "Strength of Character",
                    "desc": "On successful save responds with magic insult if source is creature within 60'. Creature: 7 (2d6) psychic disadvantage on next save vs. tutor's spell (DC 15 Wis negates both)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Weaken Resolve",
                    "desc": "Its speech has subtle enchantments that make it seem logical or profound regardless of words used. Has advantage on Cha (Deception and Persuasion) vs. Humanoids. If tutor spends 1+ min conversing with Humanoid creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and enchantment spells tutor casts."
                }
            ],
            "spell_list": [],
            "page_no": 120,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-infernal-tutor-lesser/"
        },
        {
            "slug": "devil-maelstrom",
            "desc": "",
            "name": "Devil, Maelstrom",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 195,
            "hit_dice": "26d10+52",
            "speed": {
                "walk": 30,
                "fly": 40,
                "swim": 120
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 19,
            "wisdom": 12,
            "charisma": 21,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagical B/P/S attacks",
            "damage_immunities": "fire, lightning, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120', passive Perception 11",
            "languages": "Infernal, telepathy 120'",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws attacks and one Tempest Trident attack or it makes three Lightning Ray attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage."
                },
                {
                    "name": "Tempest Trident",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12+3) piercing damage + 7 (2d6) cold. A creature hit by this: knocked prone (DC 16 Str negates) by a gust of wind channeled through the trident."
                },
                {
                    "name": "Lightning Ray",
                    "desc": "Ranged Spell Attack: +8 to hit, 150 ft., one target, 18 (4d8) lightning."
                },
                {
                    "name": "Crown of Water (1/Day)",
                    "desc": "The water on devil's head erupts in a geyser. Each creature within 10 ft. of devil: 35 (10d6) cold (DC 16 Con half). For 1 min when a creature enters a space within 10 ft. of the devil for 1st time on a turn or starts its turn there that creature: DC 16 Con save or take 10 (3d6) cold."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magic darkness doesn't impede its darkvision."
                },
                {
                    "name": "Influence Weather",
                    "desc": "Nearby weather responds to devil's desires. At start of each min devil can choose to change precipitation and wind within 1 mile of it by one stage up or down (no action required). This works like the changing weather conditions aspect of the control weather spell except devil can't change temperature and conditions change immediately."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 122,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-maelstrom/"
        },
        {
            "slug": "devil-moldering",
            "desc": "",
            "name": "Devil, Moldering",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d6+6",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "Common, Infernal",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) piercing damage + 3 (1d6) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the moldering devil's darkvision."
                },
                {
                    "name": "Field Hopper",
                    "desc": "The moldering devil can fly up to 40' on its turn but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn it falls to the ground and takes falling damage."
                },
                {
                    "name": "Rotting Death",
                    "desc": "When it dies all foodstuffs water and beverages within 100' of it are subjected to the devil's Touch of Rot trait."
                },
                {
                    "name": "Touch of Rot",
                    "desc": "Any foodstuff water or beverage whether fresh or preserved that comes into contact with the moldering devil immediately decays and becomes inedible or undrinkable. If a creature consumes such food or drink it must make a DC 11 Con save. On a failure it takes 7 (2d6) poison and is poisoned for 24 hrs. On a success it takes half the damage and is poisoned for 1 hr."
                }
            ],
            "spell_list": [],
            "page_no": 123,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-moldering/"
        },
        {
            "slug": "devil-rimepacted",
            "desc": "",
            "name": "Devil, Rimepacted",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 9,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Infernal",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Icy Claw attacks or three Frostbolt attacks."
                },
                {
                    "name": "Icy Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 9 (1d10+4) slashing damage + 10 (3d6) cold."
                },
                {
                    "name": "Frostbolt",
                    "desc": "Ranged Spell Attack: +6 to hit, 60 ft., one target, 13 (3d6+3) cold and the target's speed is reduced by 10 ft. until the end of its next turn."
                },
                {
                    "name": "Freezing Smite (Recharge 5-6)",
                    "desc": "Raises its frigid claw drawing upon fiendish energies then smashes its rimed fist into the ground causing a wave of freezing power to emanate outward. Each creature within 30': 21 (6d6) cold (DC 15 Con half). If a creature fails by 5+ it is restrained by ice until end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Fury of the Storm",
                    "desc": "When a creature rimepacted can see is knocked prone by Frigid Vortex rimepacted can move up to half its speed toward the creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Frigid Vortex",
                    "desc": "Emits a swirl of cold wind in a 15 ft. radius around it. Each creature that enters wind's area for first time on a turn or starts its turn there: DC 15 Str save or knocked prone. Wind is nonmagical and disperses gas or vapor and extinguishes candles torches and similar unprotected flames in the area. At start of each of its turns rimepacted chooses whether this is active. While active rimepacted has disadvantage on Dex (Stealth) checks."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Snow Burrower",
                    "desc": "Can burrow only through nonmagical snowith ice."
                }
            ],
            "spell_list": [],
            "page_no": 124,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-rimepacted/"
        },
        {
            "slug": "drake-riptide",
            "desc": "",
            "name": "Drake, Riptide",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10+110",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned, unconscious",
            "senses": "blindsight 120', darkvision 60', passive Perception 17",
            "languages": "Aquan, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Sonic Pulses or one Bite and two Slams."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage."
                },
                {
                    "name": "Sonic Pulse",
                    "desc": "Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater."
                },
                {
                    "name": "Buffeting Blast (Recharge 5-6)",
                    "desc": "Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Manipulate Currents",
                    "desc": "While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Echolocation",
                    "desc": "Can't use its blindsight while deafened or out of water."
                },
                {
                    "name": "Underwater Camouflage",
                    "desc": "Advantage: Dex (Stealth) underwater."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_drake-riptide/"
        },
        {
            "slug": "elf-shadow-fey-executioner",
            "desc": "",
            "name": "Elf, Shadow Fey Executioner",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 172,
            "hit_dice": "23d8+69",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 10', darkvision 60', passive Perception 15",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Animate Severed Head then 2 of either Axes."
                },
                {
                    "name": "Bearded Axe",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."
                },
                {
                    "name": "Throwing Axes",
                    "desc": "Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 8 (1d6+5) slashing damage + 9 (2d8) necrotic."
                },
                {
                    "name": "Animate Severed Head",
                    "desc": "Pulls head from its belt and commands head to fly to target executioner can see within 30'. Head does so and attaches to it by biting. While head is attached creature has vulnerability to necrotic and at start of each of executioner's turns each attached head: 5 (2d4) piercing damage to that creature. Spellcaster with head attached has disadvantage on Con saves to maintain concentration. Executioner can have at most 4 heads attached to creatures at a time. A creature including target can use action to detach head. Detached head flies back to executioner up to 30'/round."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Recall Severed Head",
                    "desc": "Commands all severed heads attached to creatures to detach and return to the executioner's belt."
                },
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "In shadows/dim light/darkness disappears into darkness and reappears in unoccupied space it can see within 30'. Smoke tendril appears at origin and destination."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fey Ancestry",
                    "desc": "Advantage: saves vs. charmed; Immune: magic sleep."
                },
                {
                    "name": "Necrotic Weapons",
                    "desc": "Its weapon attacks are infused with slain foes' essence. Any weapon hit deals + 2d8 necrotic (included below)."
                },
                {
                    "name": "Relentless Hunter",
                    "desc": "Advantage on any Wis (Perception) or Wis (Survival) check it makes to find a creature that shadow fey nobility have tasked it with capturing or killing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 169,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_elf-shadow-fey-executioner/"
        },
        {
            "slug": "ettin-kobold",
            "desc": "",
            "name": "Ettin, Kobold",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 12,
            "armor_desc": "armor scraps",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 8,
            "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', passive Perception 9",
            "languages": "Common, Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Greatclub or Spear attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 20/60' one target 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Echoing Burps (Recharge 5-6)",
                    "desc": "Tries to let loose double roar but instead sends forth a series of obnoxious smelly belches in a 15 ft. cone. Each creature in the area: 10 (4d4) thunder and is incapacitated until end of its next turn (DC 13 Con half damage and isn't incapacitated)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bickering Heads",
                    "desc": "A kobold ettin's constant bickering can be easily heard and proves a tough habit to disrupt. It has disadvantage on Dex (Stealth) checks to stay silent but it has advantage on Wis (Perception) checks. Has advantage vs. being blinded charmed deafened frightened stunned and knocked unconscious."
                },
                {
                    "name": "Might of Giants",
                    "desc": "Though squat by ettin standards kobold ettins are as much giant as they are kobold. It is a Large Giant for the purpose of determining its carrying capacity."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 173,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ettin-kobold/"
        },
        {
            "slug": "ghost-knight-templar",
            "desc": "",
            "name": "Ghost Knight Templar",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 127,
            "hit_dice": "17d8+51",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60', passive Perception 17",
            "languages": "Common",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Shadow Blade attacks."
                },
                {
                    "name": "Shadow Blade",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 9 (1d8+5) slashing damage + 10 (3d6) necrotic."
                },
                {
                    "name": "Stride of Damnation (Recharge 5-6)",
                    "desc": "Moves up to its speed through its enemies. This move doesn't provoke opportunity attacks. Each creature through which templar passes: 35 (10d6) cold (DC 16 Dex half damage). It can't use this while mounted."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ghostly Mount",
                    "desc": "Can summon or dismiss a ghostly mount mounting or dismounting it as part of this bonus action with o spending movement. Mount uses the stats of a warhorse skeleton except it has the Incorporeal Movement trait a flying speed of 60 feet 40 hp and resistance to cold and necrotic and B/P/S damage from nonmagical attacks. If mount is slain it disappears leaving behind no physical form and templar must wait 1 hr before summoning it again."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If mounted and it moves 20'+ straight to foe and hits with shadow blade on same turn target takes an extra 10 (3d6) slashing damage."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "It and all ghouls within 30' of it: advantage on saves vs. turn undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 196,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ghost-knight-templar/"
        },
        {
            "slug": "giant-shire",
            "desc": "",
            "name": "Giant, Shire",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 9,
            "wisdom": 10,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Pitchfork attacks or it makes one Pitchfork attack then uses Grab and Throw. Alternatively it can make one pitchfork attack then use Grab and Throw."
                },
                {
                    "name": "Pitchfork",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 20 (3d10+4) piercing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +7 to hit 60/240' 20 (3d10+4) bludgeoning damage."
                },
                {
                    "name": "Grab",
                    "desc": "Reaches out and grabs a Med or smaller creature it can see within 10 ft. of it. The target must make DC 15 Dex save or be grappled (escape DC 15) by the giant. Until this grapple ends the target is restrained."
                },
                {
                    "name": "Throw",
                    "desc": "Throws a creature it is grappling at a space it can see within 30' of it. The thrown creature takes 14 (4d6) bludgeoning damage and must make DC 15 Dex save or land prone. If the target space is occupied by another creature that creature must make DC 15 Dex save or take 14 (4d6) bludgeoning damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 205,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_giant-shire/"
        },
        {
            "slug": "giant-thursir-armorer",
            "desc": "",
            "name": "Giant, Thursir Armorer",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "splint, shield",
            "hit_points": 138,
            "hit_dice": "12d10+72",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 23,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Common, Dwarven, Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Flinging Smash if available. Then two Battleaxe attacks or one Battleaxe and one Shield Bash."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (2d8+5) slashing damage or 16 (2d10+5) slashing damage if used with two hands."
                },
                {
                    "name": "Shield Bash",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 10 (2d4+5) bludgeoning damage and the target must make DC 16 Str save or be knocked prone."
                },
                {
                    "name": "Flinging Smash (Recharge 5-6)",
                    "desc": "Makes sweeping strike with shield. Each creature within 10 ft. of armorer: pushed up to 15 ft. away from it and knocked prone (DC 16 Str negates push and prone)."
                },
                {
                    "name": "Runic Armor (3/Day)",
                    "desc": "Can inscribe the thurs rune on its armor. When a creature hits armorer with melee weapon attack while rune is active creature takes 4 (1d8) lightning and can't take reactions until start of its next turn. Rune lasts for 1 min."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Harness Dwarven Soul",
                    "desc": "Draws on the soul fragment trapped in one of the dwarven skulls on its belt. Armorer has advantage on ability checks when using smith's tools and on attack rolls using a battleaxe handaxe light hammer or warhammer until start of its next turn. It carries six skulls on its belt."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forged Forgery",
                    "desc": "Thursir armorers wear armor forged from dwarven armor and shaped to resemble dwarven armor. Skilled blacksmiths can recognize and exploit this design quirk. When a creature proficient with smith's tools scores a critical hit vs. thursir armorer armorer's armor breaks reducing armorer's AC by 5 until armorer repairs armor. If armorer is critically hit by any creature while its armor is broken armor shatters and is destroyed reducing armorer's AC to 12."
                }
            ],
            "spell_list": [],
            "page_no": 206,
            "environments": [],
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            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_giant-thursir-armorer/"
        },
        {
            "slug": "giant-thursir-hearth-priestess",
            "desc": "",
            "name": "Giant, Thursir Hearth Priestess",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "Common, Dwarven, Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Hearth Blessing then two Runic Staff attacks."
                },
                {
                    "name": "Runic Staff",
                    "desc": "Melee Weapon Attack: +5 to hit, 10 ft., one target, 10 (2d6+3) bludgeoning damage and 4 (1d8) fire."
                },
                {
                    "name": "Hearth Blessing",
                    "desc": "Calls upon her deity and connection with the hearth to enhance her allies. She empowers one friendly creature she can see within 30' of her with one of the following options until start of her next turn.Hearth's Burn Target's weapon ignites and when target hits with the weapon weapon deals extra 3 (1d6) fire.Hearth's Comfort If target is charmed or frightened condition immediately ends. In addition target gains 5 (1d10) temp hp.Hearth's Protection Target's Armor Class increases by 2 and its armor is immune to spells and effects that target or affect the armor such as heat metal spell or a rust monster's antennae."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 13): At will: mending spare the dying thaumaturgy3/day ea: cure wounds heat metal1/day: haste"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Weapon attacks are magical."
                },
                {
                    "name": "Protect the Hearth",
                    "desc": "When she is hit by a weapon attack up to two friendly creatures within 60' of her that can see her can use their reactions to move up to their speed toward priestess."
                }
            ],
            "spell_list": [],
            "page_no": 207,
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            "v2_converted_path": "/v2/creatures/tob3_giant-thursir-hearth-priestess/"
        },
        {
            "slug": "hag-brine",
            "desc": "",
            "name": "Hag, Brine",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d8 +60",
            "speed": {
                "walk": 15,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 19,
            "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": "charmed, poisoned",
            "senses": "darkvision 120', passive Perception 17",
            "languages": "Aquan, Common, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claw attacks and one Tail Slap attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 7 (2d6) poison. Target incapacitated until the end of its next turn (DC 16 Con not incapacitated). If it fails the save by 5+ it is paralyzed instead."
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12 +3) bludgeoning damage and target must make DC 16 Str save or pushed up to 10 ft. away from the hag."
                },
                {
                    "name": "Shriek (Recharge 5-6)",
                    "desc": "Unleashes a painful screeching in a 30' cone. Each creature in the area: 33 (6d10) thunder and is stunned until the end of its next turn (DC 16 Con half damage and isn't stunned)."
                },
                {
                    "name": "Denizens of the Deep (1/Day)",
                    "desc": "Magically calls 4 reef sharks 2 swarms of quippers or 1 Beast of up to CR 2 with swim speed. Arrive in 1d4 rounds act as hag allies obeying her spoken commands. Beasts stay 1 hr until hag dies or until hag dismisses them as bonus action."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 16) no material components: At will: minor illusion  • 3/day ea: charm person major image1/day: control water"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Polluted Aura",
                    "desc": "Each creature in same water as hag and that starts its turn within 20' of hag: poisoned while within aura and for 1 min after it leaves (DC 16 Con not poisoned). A poisoned creature that starts its turn outside aura can re-save success ends effect on itself."
                },
                {
                    "name": "Skilled Submariner",
                    "desc": "Advantage on Wis (Perception) and Wis (Survival) checks to find creatures and objects underwater. Has advantage on Dex (Stealth) checks made to hide while underwater."
                },
                {
                    "name": "Speak with Aquatic Creatures",
                    "desc": "Communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 225,
            "environments": [],
            "img_main": null,
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        },
        {
            "slug": "npc:-atavist",
            "desc": "",
            "name": "Npc: Atavist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 13,
            "wisdom": 7,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": -2,
            "skills": {
                "perception": -2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 8",
            "languages": "any two languages",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Keratin Blade or Bone Shard attacks. If both attacks hit one target the target takes an extra 7 (2d6) piercing damage as bits of bone dig deeper into the target."
                },
                {
                    "name": "Keratin Blade",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Bone Shard",
                    "desc": "Ranged Weapon Attack: +4 to hit 30/120' one target 7 (2d4+2) piercing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Malleable Physiology",
                    "desc": "At the start of its turn the atavist gains one of the following benefits until it ends the effect (no action required) or the start of its next turn:Darkvision out to a range of 30 feet.A climbing flying or swimming speed of 30 feet.Advantage on Wis (Perception) checks that rely on hearing or smell.Bony spikes sprout along its skin and a creature that touches the atavist or hits it with melee attack while within 5 ft. of it takes 4 (1d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 404,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_npc-atavist/"
        },
        {
            "slug": "ogre-black-sun",
            "desc": "",
            "name": "Ogre, Black Sun",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "half plate, Infernal Runes",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Giant, Orc",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 19 (4d6+5) slashing damage + 7 (2d6) necrotic."
                },
                {
                    "name": "Dark Word",
                    "desc": "Speaks an infernal word of unmaking at up to two creatures it can see within 120' of it. Each target: DC 16 Con save or take 22 (5d8) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Gauntleted Backhand",
                    "desc": "When a creature within 5 ft. of the ogre misses the ogre with melee attack the attacker must make DC 16 Dex save or be knocked prone"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Infernal Runes",
                    "desc": "Its tattoos give it a +2 bonus to its AC (included above). In addition the ogre has advantage on saves vs. spells and other magical effects."
                },
                {
                    "name": "Unholy Blade",
                    "desc": "Infused with unholy power the ogre's weapon attacks are magical. When it hits with any weapon weapon deals an extra 2d6 necrotic (included below)."
                }
            ],
            "spell_list": [],
            "page_no": 298,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ogre-black-sun/"
        },
        {
            "slug": "rakshasa-myrmidon",
            "desc": "",
            "name": "Rakshasa, Myrmidon",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "scale mail, shield",
            "hit_points": 51,
            "hit_dice": "6d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 14,
            "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": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "Common, Infernal",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Forked Scimitar or Arcane Bolt attacks."
                },
                {
                    "name": "Forked Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 5 (2d4) force. Instead of dealing damage myrmidon can disarm a target wielding a weapon. Target must make DC 12 Str save or its weapon lands in a random space within 10 ft. of the target."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "Ranged Spell Attack: +4 to hit, 60 ft., one target, 12 (4d4+2) force."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 12) no material components: At will: detect thoughts disguise self2/day: expeditious retreat"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Allied Parry",
                    "desc": "When a creature myrmidon can see attacks creature within 5 ft. of it myrmidon can impose disadvantage on attack roll. To do so myrmidon must be wielding a shield."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arcane Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals extra 2d4 force (included below)."
                },
                {
                    "name": "Dedicated Warrior",
                    "desc": "The myrmidon has advantage on saves vs. being charmed and frightened."
                },
                {
                    "name": "Limited Magic Immunity",
                    "desc": "Can't be affected or detected by spells of 1st level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."
                },
                {
                    "name": "Tiger Tag Team",
                    "desc": "Advantage on attack rolls vs. a creature if 1+ friendly rakshasa is within 5 ft. of creature and that rakshasa isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_rakshasa-myrmidon/"
        },
        {
            "slug": "rakshasa-pustakam",
            "desc": "",
            "name": "Rakshasa, Pustakam",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d6+42",
            "speed": {
                "walk": 25,
                "climb": 20
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 18,
            "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": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "Common, Infernal, telepathy 60'",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claw attacks or uses False Promises twice. It can replace one use of False Promises with use of Spellcasting."
                },
                {
                    "name": "Claw (Fiend Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (2d4+2) slashing damage + 9 (2d8) psychic."
                },
                {
                    "name": "False Promises",
                    "desc": "Whispers promises of power and riches in mind of one creature it can see within 60' of it: 18 (4d8) psychic and charmed 1 min (DC 15 Wis half damage and isn't charmed). While charmed creature has disadvantage on saves vs. pustakam's enchantment spells. Charmed creature can re-save at end of each of its turns success ends effect on itself."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 15) no material or somatic components: At will: detect thoughts mage hand minor illusion3/day ea: command suggestion"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "Transforms into Tiny object or back into true fiend form. Its stats except size are same in each form. Items worn/carried not transformed. Reverts on death."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Object Form Only)",
                    "desc": "While it remains motionless it is indistinguishable from an ordinary object."
                },
                {
                    "name": "Limited Magic Immunity",
                    "desc": "Can't be affected or detected by spells of 2nd level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_rakshasa-pustakam/"
        },
        {
            "slug": "rakshasa-servitor",
            "desc": "",
            "name": "Rakshasa, Servitor",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Infernal",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage + 3 (1d6) poison."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit 30/120' one target 6 (1d6+3) piercing damage + 3 (1d6) poison."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 11) no material components: At will: detect thoughts disguise self1/day: cause fear"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protecting Pounce",
                    "desc": "When a rakshasa the servitor can see within 15 ft. of it is the target of an attack the servitor can move up to half its speed toward that rakshasa with o provoking opportunity attacks. If it ends this movement within 5 ft. of the rakshasa the servitor becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Magic Immunity",
                    "desc": "Can't be affected or detected by cantrips unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob3_rakshasa-servitor/"
        },
        {
            "slug": "rakshasa-slayer",
            "desc": "",
            "name": "Rakshasa, Slayer",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "19d8+57",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 16",
            "languages": "Common, Infernal",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Rapier or Light Crossbow attacks."
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 9 (1d8+5) piercing damage + 7 (2d6) poison and target: DC 16 Con save or poisoned until end of its next turn."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +9 to hit 80/320' one target 9 (1d8+5) piercing damage + 7 (2d6) poison and the target must make DC 16 Con save or be poisoned until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 16) no material components: At will: detect thoughts disguise self3/day: invisibility1/day: mislead"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "Takes the Dash Disengage or Hide action."
                },
                {
                    "name": "Gain the Upper Hand",
                    "desc": "The slayer studies one creature it can see within 30' of it granting the slayer advantage on the next attack roll it makes vs. the target before start of the slayer's next turn. If the attack hits slayer's weapon attack deals extra 9 (2d8) piercing damage."
                }
            ],
            "reactions": [
                {
                    "name": "Shadow Leap",
                    "desc": "When a creature moves into a space within 5 ft. of slayer while slayer is in dim light or darkness slayer can teleport to unoccupied space it can see within 30' of it. Destination must also be in dim light or darkness."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Magic Immunity",
                    "desc": "Can't be affected or detected by spells of 4th level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_rakshasa-slayer/"
        },
        {
            "slug": "sinstar",
            "desc": "",
            "name": "Sinstar",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 275,
            "hit_dice": "50d4+150",
            "speed": {
                "walk": 5
            },
            "strength": 5,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone",
            "senses": "tremorsense 120', blindsight 60' (blind beyond), passive Perception 14",
            "languages": "Common, Deep Speech, telepathy 120'",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Alluring Whispers then three Spines or Psychic Lash attacks."
                },
                {
                    "name": "Spines",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 16 (4d6+2) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."
                },
                {
                    "name": "Psychic Lash",
                    "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 18 (3d8+5) psychic."
                },
                {
                    "name": "Alluring Whispers",
                    "desc": "The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120' of it. Each target must make DC 19 Wis save or be charmed for 1 min. While charmed a creature is incapacitated and if it is more than 5 ft. away from the sinstar it must move on its turn toward the sinstar by the most direct route trying to get within 5 ft. of the sinstar and touch it. The creature doesn't avoid opportunity attacks but before moving into damaging terrain such as lava or a pit and whenever it takes damage from a source other than the sinstar the creature can repeat the save. A charmed creature can also re-save at end of each of its turns. If the save is successful the effect ends on it. A creature that successfully saves is immune to this sinstar's Alluring Whispers for the next 24 hrs."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Spines",
                    "desc": "Makes one Spines attack."
                },
                {
                    "name": "Teleport",
                    "desc": "Magically teleports up to 120' to an unoccupied spot it sees."
                },
                {
                    "name": "Detonate Thrall (2)",
                    "desc": "Orders one of its star thralls to explode. Each creature within 10 ft. of the thrall must make a DC 19 Dex save taking 10 (3d6) bludgeoning damage and 7 (2d6) piercing damage on a failed save or half damage if made."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Spiny Defense",
                    "desc": "A creature that touches the sinstar or hits it with melee attack while within 5 ft. of it takes 10 (3d6) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."
                },
                {
                    "name": "Thrall Sickness",
                    "desc": "A Humanoid infected with this disease manifests symptoms 1d4 days after infection which include excessive thirst increased desire for exposure to sunlight and the appearance of itchy bumps on the skin. This disease wears down the victim's psyche while slowly transforming its body. Until the disease is cured at the end of each long rest the infected creature must make a DC 19 Con save. On a failure the creature's Dex and Int scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dex or Int score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "environments": [],
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            "document__slug": "tob3",
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            "v2_converted_path": "/v2/creatures/tob3_sinstar/"
        },
        {
            "slug": "star-nosed-diopsid",
            "desc": "",
            "name": "Star-Nosed Diopsid",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 30
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 7,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', tremorsense 60', passive Perception 17",
            "languages": "Deep Speech, Undercommon, telepathy 100' (300' w/its own kind)",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Stinger attack and two Tentacle attacks."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 26 (4d10+4) piercing damage. If Humanoid succumbs to diopsid's venom (DC 16 Con negates see Mutagenic Venom)."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 17 (3d8+4) bludgeoning damage. Target is grappled (escape DC 16) if it is an up to Large creature and diopsid doesn't have 2 grappled."
                },
                {
                    "name": "Share Senses",
                    "desc": "While within 300' of an envenomed Humanoid diopsid sees through target's eyes and hears what target hears until start of its next turn gaining benefits of any special senses target has. On subsequent turns diopsid can use a bonus action to extend duration of this effect until start of its next turn."
                },
                {
                    "name": "Control Envenomed (3/Day)",
                    "desc": "While within 300' of an envenomed Humanoid diopsid can telepathically suggest course of activity to it. Humanoid must make DC 16 Wis save or pursue the activity suggested to it. Success: Humanoid takes 11 (2d10) psychic and has disadvantage next time it makes this save. Works like suggestion spell and Humanoid unaware of diopsid's influence."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mutagenic Venom",
                    "desc": "Produces potent poison that envenoms Humanoid victim and slowly transforms it into new diopsid. While envenomed treats all diopsid as if charmed by them. Every 24 hrs that elapse victim : DC 16 Con save reducing hp max by 5 (2d4) on failure. Reduction lasts until creature finishes long rest after venom removed. Creature dies if this reduces hp max to 0. Humanoid that dies from this horrifically transformed becoming new diopsid and losing all memory of its former life. Poison remains within creature's body until removed by greater restoration or similar."
                }
            ],
            "spell_list": [],
            "page_no": 355,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_star-nosed-diopsid/"
        },
        {
            "slug": "void-knight",
            "desc": "",
            "name": "Void Knight",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d8+72",
            "speed": {
                "walk": 20
            },
            "strength": 22,
            "dexterity": 7,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": 1,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "force, poison",
            "condition_immunities": "blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 120' (blind beyond), passive Perception 17",
            "languages": "Void Speech, telepathy 120'",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Void Gauntlet attacks or three Void Bolts."
                },
                {
                    "name": "Void Gauntlet",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone. "
                },
                {
                    "name": "Void Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force."
                },
                {
                    "name": "Pull of the Void (Recharge 5-6)",
                    "desc": "Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Call of the Void",
                    "desc": "If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds."
                },
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Immoveable",
                    "desc": "Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks."
                },
                {
                    "name": "Implosive End",
                    "desc": "When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half)."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_void-knight/"
        },
        {
            "slug": "arbeyach",
            "desc": "",
            "name": "Arbeyach",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 275,
            "hit_dice": "22d10+154",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "climb": 40,
                "fly": 80,
                "hover": true
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 25,
            "intelligence": 19,
            "wisdom": 21,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 14,
            "perception": 12,
            "skills": {
                "deception": 14,
                "insight": 12,
                "perception": 12,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Arbeyach makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.",
                    "attack_bonus": 13,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Vermin Breath (Recharge 5-6)",
                    "desc": "Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Arbeyach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "Arbeyach moves up to half its speed, using any movement mode it wishes."
                },
                {
                    "name": "Poison",
                    "desc": "Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Spell (Costs 2 Actions)",
                    "desc": "Arbeyach casts a spell."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If Arbeyach fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Arbeyach has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Arbeyach's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:\n\nat will: poison spray\n\n3/day each: fog cloud, stinking cloud\n\n1/day each: cloudkill, contagion, insect plague"
                },
                {
                    "name": "Fear Aura",
                    "desc": "Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours."
                },
                {
                    "name": "Aura of Virulence",
                    "desc": "Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition."
                },
                {
                    "name": "Swarm Prince",
                    "desc": "Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "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_arbeyach/"
        },
        {
            "slug": "automata-devil",
            "desc": "_A nightmare wrapped in chains and built of cutting cogs and whirring gears, an automata devil howls like a hurricane in battle. Once chain devils, automata devils have been promoted to greater power._  \n**Guards and Overseers.** Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories.  \n**Pierced by Chain and Wire.** This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—have been sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders.  \n**Coiled Metal Whips.** The creature’s back is broad and massive. Its head is a black mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, filled with spines.",
            "name": "Automata Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d10+80",
            "speed": {
                "walk": 40
            },
            "strength": 24,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": 11,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "athletics": 11,
                "intimidation": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Common, Infernal; telepathy 100 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Whip",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.",
                    "attack_bonus": 11,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Punishing Maw",
                    "desc": "If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 + 7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely \"spit out\"a creature or corpse during its turn, to free up the maw for another victim."
                },
                {
                    "name": "Fear Aura",
                    "desc": "Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The automata devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: charm person, suggestion, teleport\n\n1/day each: banishing smite, cloudkill"
                }
            ],
            "spell_list": [],
            "page_no": 102,
            "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_automata-devil/"
        },
        {
            "slug": "black-knight-commander",
            "desc": "",
            "name": "Black Knight Commander",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "athletics": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "any two languages",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The black knight commander makes two melee attacks."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Lance",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Frightful Charge (Recharges after a Short or Long Rest)",
                    "desc": "The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened 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": "Charge",
                    "desc": "If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage."
                },
                {
                    "name": "Hateful Aura",
                    "desc": "The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below)."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The black knight commander's weapon attacks are made with magical (+1) weapons."
                }
            ],
            "spell_list": [],
            "page_no": 418,
            "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_black-knight-commander/"
        },
        {
            "slug": "chort-devil",
            "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._  \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.  \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.  \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8+120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "athletics": 11,
                "deception": 9,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Flaming Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Devilish Weapons",
                    "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "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_chort-devil/"
        },
        {
            "slug": "clockwork-abomination",
            "desc": "_At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent._  \n**Bound Devils.** Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created.  \n**Junk Collectors.** Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe.  \n**Sadistic Machines.** Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something.  \n**Constructed Nature.** A clockwork abomination doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Abomination",
            "size": "Large",
            "type": "Construct",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 21,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 9,
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Infernal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork abomination makes one bite attack and one slam attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Additional Legs",
                    "desc": "Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain."
                },
                {
                    "name": "Piston Reach",
                    "desc": "The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork abomination is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Infernal Power Source",
                    "desc": "When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 59,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_clockwork-abomination/"
        },
        {
            "slug": "crystalline-devil",
            "desc": "_Created and favored by Mammon, the arch-devil of greed, crystalline devils masquerade as magic treasures._  \n**Barefoot, Gem-Coated.** Crystalline devils resemble gem‑coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along with surprising stealth, always looking for a favorable spot to assume gem form  \n**Winking Jewels.** In its treasure form, a crystalline devil resembles a pretty, sparkling jewel lying on the ground, glowing with a warm inner light. They seek to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If their identity is discovered in gem form, they reassume their normal form and attack.  \n**Passed Along.** After insinuating themselves into groups, they encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes.",
            "name": "Crystalline Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "deception": 8,
                "insight": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two claw attacks."
                },
                {
                    "name": "Betraying Carbuncle",
                    "desc": "The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Crystalline Spray (Recharge 5-6)",
                    "desc": "The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The crystalline devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "while in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\n2/day: command\n\n1/day: suggestion"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "some crystalline devils have an action option that allows them to summon other devils.\n\nsummon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil"
                }
            ],
            "spell_list": [],
            "page_no": 105,
            "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_crystalline-devil/"
        },
        {
            "slug": "dream-eater",
            "desc": "_This tattered skeletal humanoid resembles a monster from a nightmare. A dream eater’s natural form is mostly human in appearance, though with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. Most often they use magic to disguise themselves as attractive members of a humanoid race._  \n**Drawn to Sin.** Dream eaters are dedicated to lust, gluttony, and greed, and they make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers.  \n**Devouring Hopes.** Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth, but they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, though, dream eaters leave their victims stripped of all hopes and aspirations. Dream eaters feed on their emotions, leaving helpless thralls willing to sell their souls for their vices.  \n**Lords of Confusion.** When confronted, dream eaters are dangerous opponents. Using their innate abilities, they can drive enemies into a dream state, using the resulting confusion to make their escape while their foes destroy themselves.",
            "name": "Dream Eater",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "fly": 20
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "insight": 4,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy 100 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dream eater makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Dream Eater's Caress",
                    "desc": "A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points."
                },
                {
                    "name": "Lotus Scent (Recharge 6)",
                    "desc": "The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours."
                },
                {
                    "name": "Waking Dreams (1/Day)",
                    "desc": "Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: command\n\n3/day: suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 158,
            "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_dream-eater/"
        },
        {
            "slug": "dullahan",
            "desc": "_The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head._  \nThough it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.  \n**Harbingers of Death.** Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire.  \n**Relentless Nature.** The dullahan doesn’t require food, drink, or sleep.",
            "name": "Dullahan",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 7,
                "perception": 6,
                "persuasion": 7,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dullahan makes two attacks with its spine whip."
                },
                {
                    "name": "Spine Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Seal the Doom",
                    "desc": "The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interposing Glare",
                    "desc": "When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Baleful Glare",
                    "desc": "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save."
                },
                {
                    "name": "Deathly Doom (1/Day)",
                    "desc": "As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:\n\nat will: bane, chill touch, hex, knock\n\n3/day each: false life, see invisibility\n\n1/day: blight"
                },
                {
                    "name": "Relentless Advance",
                    "desc": "The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_dullahan/"
        },
        {
            "slug": "fellforged",
            "desc": "_A darkly foreboding intelligence glows behind this automaton’s eyes, and its joints seep hissing green vapors._  \n**Wraith Constructs.** Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract wraiths yearning to feel the corporeal world. The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities but gives them physical form. The wraiths twist the bodies to their own use—going so far as to destroy the body to harm the living.  \n**Soldiers for Vampires.** Fellforged commonly seek out greater undead as their masters. Vampires and liches are favorite leaders, but banshees and darakhul also make suitable commanders.  \n**Grave Speech.** The voice of the fellforged is echoing and sepulchral, a tomb voice that frightens animals and children.  \n**Constructed Nature.** A fellforged doesn’t require air, food, drink, or sleep.",
            "name": "Fellforged",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fellforged makes two necrotic slam attacks."
                },
                {
                    "name": "Necrotic Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Violent Escapement",
                    "desc": "With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Expelled Spirit",
                    "desc": "While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Unnatural Aura",
                    "desc": "All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range."
                }
            ],
            "spell_list": [],
            "page_no": 182,
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        },
        {
            "slug": "ghost-knight",
            "desc": "",
            "name": "Ghost Knight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 6,
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghost knight makes three melee attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw 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": 6,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Lance",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage."
                },
                {
                    "name": "Mounted Warrior",
                    "desc": "When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A ghost knight doesn't require air, food, drink, or sleep"
                }
            ],
            "spell_list": [],
            "page_no": 423,
            "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_ghost-knight/"
        },
        {
            "slug": "ghoul-imperial",
            "desc": "",
            "name": "Ghoul, Imperial",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 93,
            "hit_dice": "17d8+17",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 14,
            "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": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The imperial ghoul makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The imperial ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "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_ghoul-imperial/"
        },
        {
            "slug": "ghoul-iron",
            "desc": "",
            "name": "Ghoul, Iron",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 14,
            "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": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The iron ghoul makes one bite attack and one claw attack, or three glaive attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Heavy Bone Crossbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "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_ghoul-iron/"
        },
        {
            "slug": "gilded-devil",
            "desc": "_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._  \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation.  \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants.  \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.",
            "name": "Gilded Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "coin mail",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "deception": 9,
                "history": 5,
                "insight": 10,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60ft, passive Perception 14",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gilded devil makes two heavy flail attacks."
                },
                {
                    "name": "Heavy Flail (Scourge of Avarice)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+5"
                },
                {
                    "name": "Betrayal of Riches (Recharge 5-6)",
                    "desc": "as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects"
                },
                {
                    "name": "Scorn Base Metals",
                    "desc": "A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects."
                },
                {
                    "name": "Scourge of Avarice",
                    "desc": "As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death."
                },
                {
                    "name": "Voracious Greed",
                    "desc": "As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Liar's Largesse",
                    "desc": "A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The gilded devil's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)"
                }
            ],
            "spell_list": [],
            "page_no": 106,
            "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_gilded-devil/"
        },
        {
            "slug": "iaaffrat",
            "desc": "",
            "name": "Ia'affrat",
            "size": "Large",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 3,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "arcana": 10,
                "deception": 11,
                "insight": 9,
                "perception": 9,
                "persuasion": 11
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison; bludgeoning, piercing, slashing",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Infernal, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 10,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Smoke Jump",
                    "desc": "Ia'Affrat can travel instantly to a space in sight where there's smoke."
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Swarm",
                    "desc": "Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"
                },
                {
                    "name": "Inhabit",
                    "desc": "Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."
                },
                {
                    "name": "Smoke Shroud",
                    "desc": "Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "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_iaaffrat/"
        },
        {
            "slug": "ice-maiden",
            "desc": "_This alluring beauty has flesh and hair as white as snow and eyes blue as glacial ice._  \n**Born of the Ice.** Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen (a few having both parents), but they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death—the fraughashar carry these infants away and raise them as ice maidens.  \n**Solitary Lives.** Most ice maidens live solitary existences save for a servant or two under their thrall. They’re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden’s heart, she’ll melt into nothingness.  \n**Killing Dilemma.** An ice maiden’s hunger for affection and human contact leads them to harm those they approach, which only drives them harder to seek for warmth, love, and approval. Some claim an ice maiden can become a swan maiden or a dryad if she keeps a lover’s heart warm for a full year.",
            "name": "Ice Maiden",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 19,
            "wisdom": 13,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "persuasion": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frost maiden makes two ice dagger attacks."
                },
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flurry-Form",
                    "desc": "The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning."
                },
                {
                    "name": "Icy Entangle",
                    "desc": "Ice and snow hinder her opponent's movement, as the entangle spell (DC 17)."
                },
                {
                    "name": "Kiss of the Frozen Heart",
                    "desc": "An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target."
                },
                {
                    "name": "Snowblind Burst",
                    "desc": "In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect."
                },
                {
                    "name": "Cold Eyes",
                    "desc": "Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness."
                },
                {
                    "name": "Ice Walk",
                    "desc": "Ice maidens move across icy and snowy surfaces without penalty."
                },
                {
                    "name": "Snow Invisibility",
                    "desc": "In snowy environments, the ice maiden can turn invisible as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ice maiden has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:\n\nat will: chill touch, detect magic, light, mage hand, prestidigitation, resistance\n\n5/day each: endure elements (cold only), fear, fog cloud, misty step\n\n3/day each: alter self, protection from energy, sleet storm\n\n1/day: ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ice-maiden/"
        },
        {
            "slug": "ink-devil",
            "desc": "_This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws._  \nInk devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider Titivillus the greatest of arch-devils.  \n**Cowards at Heart.** Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition.  \n**False Gifts.** They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat.  \n**Bibliophiles and Bookworms.** Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.",
            "name": "Ink Devil",
            "size": "Small",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d6+12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 9,
                "deception": 8,
                "history": 9,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Disrupt Concentration",
                    "desc": "Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn."
                },
                {
                    "name": "Corrupt Scroll",
                    "desc": "An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell."
                },
                {
                    "name": "Devil's Mark",
                    "desc": "Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark—a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:\n\nat will: detect magic, illusory script, invisibility, teleport (self plus 50 lb of objects only)\n\n1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "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_ink-devil/"
        },
        {
            "slug": "kobold-chieftain",
            "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack._  \nWhile most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields.  \n_**Living Legend.**_ A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.",
            "name": "Kobold Chieftain",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "studded leather and shield",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes 2 attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Inspiring Presence (Recharge after Short or Long Rest)",
                    "desc": "The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Springspike Shield (5/rest)",
                    "desc": "When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "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_kobold-chieftain/"
        },
        {
            "slug": "koralk-harvester-devil",
            "desc": "_The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe._  \n_**Transforming Poison.**_ Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil.  \n_**Infernal Mounts.**_ A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences.",
            "name": "Koralk (Harvester Devil)",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled."
                },
                {
                    "name": "Scythe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium-sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness does not impair the koralk's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The koralk has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Steadfast",
                    "desc": "The koralk cannot be frightened while it can see an allied creature within 30 feet of it"
                }
            ],
            "spell_list": [],
            "page_no": 108,
            "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_koralk-harvester-devil/"
        },
        {
            "slug": "lunar-devil",
            "desc": "_A hulking figure floats in the air, a winged horror painted in mist and moonlight._  \n**Corruptors of the Moon.** Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.  \n**Vain and Boastful.** Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.  \n**Flying in Darkness.** In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time.",
            "name": "Lunar Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d10+45",
            "speed": {
                "walk": 40,
                "fly": 60,
                "hover": true,
                "lightwalking": 80
            },
            "strength": 21,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hurl Moonlight",
                    "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.",
                    "attack_bonus": 7,
                    "damage_dice": "3d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: fly, major image, planar binding\n\n3/day: greater invisibility\n\n1/day: wall of ice"
                },
                {
                    "name": "Light Incorporeality",
                    "desc": "The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead."
                },
                {
                    "name": "Lightwalking",
                    "desc": "Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil."
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "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_lunar-devil/"
        },
        {
            "slug": "naina",
            "desc": "_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._  \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely.  \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells.  \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.",
            "name": "Naina",
            "size": "Large",
            "type": "Dragon",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10+110",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 21,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": 6,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": 8,
            "skills": {
                "arcana": 6,
                "deception": 8,
                "insight": 8,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Darakhul, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The naina makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas."
                },
                {
                    "name": "Poison",
                    "desc": "A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends."
                },
                {
                    "name": "Paralysis",
                    "desc": "A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis."
                },
                {
                    "name": "Sleep",
                    "desc": "A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Sensitive",
                    "desc": "The naina detects magic as if it were permanently under the effect of a detect magic spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person"
                },
                {
                    "name": "Shapechanger",
                    "desc": "The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form."
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "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_naina/"
        },
        {
            "slug": "orobas-devil",
            "desc": "_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 261,
            "hit_dice": "14d10+126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 12,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "deception": 10,
                "history": 11,
                "insight": 13,
                "perception": 13,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Knowing (3/day)",
                    "desc": "An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The orobas's weapon attacks are magical."
                },
                {
                    "name": "Sage Advice",
                    "desc": "An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "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_orobas-devil/"
        }
    ]
}