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

GET /v1/monsters/?format=api&ordering=armor_class&page=23
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=armor_class&page=24",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_class&page=22",
    "results": [
        {
            "slug": "cloaker",
            "desc": "",
            "name": "Cloaker",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d10+12",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cloaker makes two attacks: one with its bite and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Moan",
                    "desc": "Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours."
                },
                {
                    "name": "Phantasms (Recharges after a Short or Long Rest)",
                    "desc": "The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.\nWhenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.\nA duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Damage Transfer",
                    "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "environments": [
                "Underdark",
                "Sewer",
                "Laboratory",
                "Caverns"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/cloaker.png",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_cloaker/"
        },
        {
            "slug": "cloud-giant",
            "desc": "",
            "name": "Cloud Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "neutral good (50%) or neutral evil (50%)",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 200,
            "hit_dice": "16d12+96",
            "speed": {
                "walk": 40
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 7,
            "skills": {
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Common, Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two morningstar attacks."
                },
                {
                    "name": "Morningstar",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "3d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.",
                    "attack_bonus": 12,
                    "damage_dice": "4d10",
                    "damage_bonus": 8
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The giant has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, fog cloud, light\n3/day each: feather fall, fly, misty step, telekinesis\n1/day each: control weather, gaseous form"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/fog-cloud/?format=api",
                "https://api-beta.open5e.com/v2/spells/light/?format=api",
                "https://api-beta.open5e.com/v2/spells/feather-fall/?format=api",
                "https://api-beta.open5e.com/v2/spells/fly/?format=api",
                "https://api-beta.open5e.com/v2/spells/misty-step/?format=api",
                "https://api-beta.open5e.com/v2/spells/telekinesis/?format=api",
                "https://api-beta.open5e.com/v2/spells/control-weather/?format=api",
                "https://api-beta.open5e.com/v2/spells/gaseous-form/?format=api"
            ],
            "page_no": 312,
            "environments": [
                "Plane Of Air",
                "Mountains",
                "Mountain"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_cloud-giant/"
        },
        {
            "slug": "dire-wolf",
            "desc": "",
            "name": "Dire Wolf",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 37,
            "hit_dice": "5d10+10",
            "speed": {
                "walk": 50
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "environments": [
                "Hill",
                "Mountains",
                "Tundra",
                "Forest",
                "Grassland",
                "Hills",
                "Feywild"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_dire-wolf/"
        },
        {
            "slug": "doppelganger",
            "desc": "",
            "name": "Doppelganger",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "insight": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The doppelganger makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Read Thoughts",
                    "desc": "The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The doppelganger can use its action 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 each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Ambusher",
                    "desc": "The doppelganger has advantage on attack rolls against any creature it has surprised."
                },
                {
                    "name": "Surprise Attack",
                    "desc": "If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.",
                    "attack_bonus": 0,
                    "damage_dice": "3d6"
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [
                "Underdark",
                "Urban",
                "Sewer",
                "Forest",
                "Grassland",
                "Ruin",
                "Laboratory",
                "Hills",
                "Shadowfell",
                "Caverns",
                "Settlement"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_doppelganger/"
        },
        {
            "slug": "flying-snake",
            "desc": "A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.",
            "name": "Flying Snake",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 5,
            "hit_dice": "2d4",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 4,
            "dexterity": 18,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., passive Perception 11",
            "languages": "",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.",
                    "attack_bonus": 6,
                    "damage_bonus": 1
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                }
            ],
            "spell_list": [],
            "page_no": 372,
            "environments": [
                "Urban",
                "Desert",
                "Grassland",
                "Forest",
                "Jungle",
                "Swamp",
                "Feywild"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_flying-snake/"
        },
        {
            "slug": "giant-crocodile",
            "desc": "",
            "name": "Giant Crocodile",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "9d12+27",
            "speed": {
                "walk": 30,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The crocodile makes two attacks: one with its bite and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "damage_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The crocodile can hold its breath for 30 minutes."
                }
            ],
            "spell_list": [],
            "page_no": 374,
            "environments": [
                "Swamp",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_giant-crocodile/"
        },
        {
            "slug": "giant-poisonous-snake",
            "desc": "",
            "name": "Giant Poisonous Snake",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 11,
            "hit_dice": "2d8+2",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 3,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 378,
            "environments": [
                "Underdark",
                "Desert",
                "Mountains",
                "Grassland",
                "Ruin",
                "Swamp",
                "Water",
                "Urban",
                "Sewer",
                "Forest",
                "Tomb",
                "Jungle",
                "Hills",
                "Caverns"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_giant-poisonous-snake/"
        },
        {
            "slug": "giant-spider",
            "desc": "To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.",
            "name": "Giant Spider",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 26,
            "hit_dice": "4d10+4",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10",
            "languages": "",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
                    "attack_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "environments": [
                "Underdark",
                "Urban",
                "Forest",
                "Ruin",
                "Swamp",
                "Jungle",
                "Feywild",
                "Shadowfell",
                "Caverns"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_giant-spider/"
        },
        {
            "slug": "grick",
            "desc": "",
            "name": "Grick",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d8",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target."
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6",
                    "damage_bonus": 2
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stone Camouflage",
                    "desc": "The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "environments": [
                "Underdark",
                "Sewer",
                "Mountains",
                "Forest",
                "Ruin",
                "Tomb",
                "Caverns",
                "Plane Of Earth"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_grick/"
        },
        {
            "slug": "invisible-stalker",
            "desc": "",
            "name": "Invisible Stalker",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 104,
            "hit_dice": "16d8+32",
            "speed": {
                "hover": true,
                "walk": 50,
                "fly": 50
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Auran, understands Common but doesn't speak it",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stalker makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Invisibility",
                    "desc": "The stalker is invisible."
                },
                {
                    "name": "Faultless Tracker",
                    "desc": "The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [
                "Temple",
                "Urban",
                "Plane Of Air",
                "Swamp",
                "Settlement",
                "Grassland",
                "Laboratory"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_invisible-stalker/"
        },
        {
            "slug": "magmin",
            "desc": "",
            "name": "Magmin",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "2d6+2",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Ignan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Touch",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.",
                    "attack_bonus": 0,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Ignited Illumination",
                    "desc": "As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [
                "Desert",
                "Mountains",
                "Caverns",
                "Plane Of Fire",
                "Laboratory"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_magmin/"
        },
        {
            "slug": "manticore",
            "desc": "",
            "name": "Manticore",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "8d10+24",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Tail Spike",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tail Spike Regrowth",
                    "desc": "The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [
                "Hill",
                "Desert",
                "Mountains",
                "Coastal",
                "Tundra",
                "Grassland",
                "Forest",
                "Arctic",
                "Jungle",
                "Hills",
                "Mountain"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_manticore/"
        },
        {
            "slug": "minotaur",
            "desc": "",
            "name": "Minotaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d10+27",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d12",
                    "damage_bonus": 4
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.",
                    "attack_bonus": 0,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Labyrinthine Recall",
                    "desc": "The minotaur can perfectly recall any path it has traveled."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [
                "Underdark",
                "Abyss",
                "Plane Of Earth",
                "Caverns"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_minotaur/"
        },
        {
            "slug": "otyugh",
            "desc": "",
            "name": "Otyugh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Otyugh",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The otyugh makes three attacks: one with its bite and two with its tentacles."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8",
                    "damage_bonus": 3
                },
                {
                    "name": "Tentacle Slam",
                    "desc": "The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Telepathy",
                    "desc": "The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "environments": [
                "Underdark",
                "Sewer",
                "Swamp",
                "Caverns",
                "Ruin",
                "Laboratory"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_otyugh/"
        },
        {
            "slug": "rust-monster",
            "desc": "",
            "name": "Rust Monster",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "5d8+5",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d8",
                    "damage_bonus": 1
                },
                {
                    "name": "Antennae",
                    "desc": "The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.\nIf the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Iron Scent",
                    "desc": "The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it."
                },
                {
                    "name": "Rust Metal",
                    "desc": "Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "environments": [
                "Underdark",
                "Caverns"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/rust-monster.png",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_rust-monster/"
        },
        {
            "slug": "satyr",
            "desc": "",
            "name": "Satyr",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "performance": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Ram",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "2d4",
                    "damage_bonus": 1
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Variant: Panpipes",
                    "desc": "Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The satyr has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 344,
            "environments": [
                "Jungle",
                "Hills",
                "Feywild",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_satyr/"
        },
        {
            "slug": "sea-hag",
            "desc": "",
            "name": "Sea Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "Hags",
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d8+21",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Aquan, Common, Giant",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Death Glare",
                    "desc": "The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Horrific Appearance",
                    "desc": "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.\nUnless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag."
                },
                {
                    "name": "Hag Coven",
                    "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."
                },
                {
                    "name": "Shared Spellcasting (Coven Only)",
                    "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."
                },
                {
                    "name": "Hag Eye (Coven Only)",
                    "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/identify/?format=api",
                "https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=api",
                "https://api-beta.open5e.com/v2/spells/hold-person/?format=api",
                "https://api-beta.open5e.com/v2/spells/locate-object/?format=api",
                "https://api-beta.open5e.com/v2/spells/bestow-curse/?format=api",
                "https://api-beta.open5e.com/v2/spells/counterspell/?format=api",
                "https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=api",
                "https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=api",
                "https://api-beta.open5e.com/v2/spells/polymorph/?format=api",
                "https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=api",
                "https://api-beta.open5e.com/v2/spells/scrying/?format=api",
                "https://api-beta.open5e.com/v2/spells/eye-bite/?format=api"
            ],
            "page_no": 320,
            "environments": [
                "Underwater",
                "Feywild",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_sea-hag/"
        },
        {
            "slug": "stirge",
            "desc": "",
            "name": "Stirge",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Blood Drain",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.\nThe stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 349,
            "environments": [
                "Hill",
                "Desert",
                "Underdark",
                "Urban",
                "Grassland",
                "Coastal",
                "Forest",
                "Swamp",
                "Jungle",
                "Hills",
                "Mountain",
                "Caverns"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_stirge/"
        },
        {
            "slug": "swarm-of-poisonous-snakes",
            "desc": "",
            "name": "Swarm of Poisonous Snakes",
            "size": "Medium",
            "type": "Beast",
            "subtype": "Swarm",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d8",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 11,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 10 ft., passive Perception 10",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [
                "Desert",
                "Sewer",
                "Mountains",
                "Forest",
                "Grassland",
                "Ruin",
                "Tomb",
                "Swamp",
                "Jungle",
                "Hills",
                "Caverns",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_swarm-of-poisonous-snakes/"
        },
        {
            "slug": "water-elemental",
            "desc": "",
            "name": "Water Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 30,
                "swim": 90
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Whelm (Recharge 4-6)",
                    "desc": "Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\nThe elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Form",
                    "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Freeze",
                    "desc": "If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 307,
            "environments": [
                "Underwater",
                "Swamp",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Laboratory",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_water-elemental/"
        },
        {
            "slug": "wight",
            "desc": "",
            "name": "Wight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6",
                    "damage_bonus": 2
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8",
                    "damage_bonus": 2
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [
                "Underdark",
                "Swamp",
                "Urban"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_wight/"
        },
        {
            "slug": "a-mi-kuk",
            "desc": "Crimson slime covers this ungainly creature. Its tiny black eyes sit in an abnormally large head, and dozens of sharp teeth fill its small mouth. Its limbs end in large, grasping claws that look strong enough to crush the life out of a bear._  \n**Hidden Terror.** The dreaded a-mi-kuk is a terrifying creature that feasts on any who venture into the bleak and icy expanses of the world. A-mi-kuks prowl the edges of isolated communities, snatching those careless enough to wander too far from camp. They also submerge themselves beneath frozen waters, coming up from below to grab and strangle lone fishermen.  \n**Fear of Flames.** A-mi-kuks have a deathly fear of fire, and anyone using fire against one has a good chance of making it flee in terror, even if the fire-user would otherwise be outmatched. A-mi-kuks are not completely at the mercy of this fear, however, and lash out with incredible fury if cornered by someone using fire against them.  \n**Unknown Origins.** A-mi-kuks are not natural creatures and contribute little to the ecosystems in which they live. The monsters are never seen together, and some believe them to be a single monster, an evil spirit made flesh that appears whenever a group of humans has angered the gods. A-mi-kuks have no known allies and viciously attack any creatures that threaten them, regardless of the foe’s size or power.",
            "name": "A-mi-kuk",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "swim": 40,
                "burrow": 20,
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "athletics": 10,
                "perception": 5,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, restrained",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Grasping Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Strangle",
                    "desc": "The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can't breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The a-mi-kuk can hold its breath for 30 minutes."
                },
                {
                    "name": "Fear of Fire",
                    "desc": "The a-mi-kuk is afraid of fire, and it won't move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can't be frightened by that same source again for 24 hours."
                },
                {
                    "name": "Icy Slime",
                    "desc": "The a-mi-kuk's body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 15,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_a-mi-kuk/"
        },
        {
            "slug": "akhlut",
            "desc": "Possessing the body, head, and tail of a killer whale and the powerful legs of a huge wolf, the akhlut is the alpha predator of the polar landscape. Truly personifying the term “seawolf,” these intelligent and resilient creatures travel freely between the land and sea in search of prey._  \nAkhluts are the masters of their domain. Though they have been seen across all of the world’s oceans and many of its coastlines, akhluts are most comfortable in cold regions with easy access to the sea. Because their pods can reach almost a dozen members, anything is fair game from reindeer and seals to mammoths and whales. The only beings powerful enough, or foolhardy enough, to evict a pod of akhluts from their territory are dragons and other akhluts.  \n**Playful Predators.** Akhluts possess undeniable cunning and inquisitiveness, with no two pods using the same strategies to solve problems or hunt prey. Easily bored, akhluts crave stimulation and are known to follow ships and caravans for miles in the hopes that someone might provide something new or exciting to experience. They can be especially mischievous, freeing fish and game from traps purely to hunt he creatures themselves.  \n**Dangerous Steeds.** The akhlut’s natural power, intelligence, and versatility make them incredibly desirable mounts, but the effort to tame one of these creatures is dangerous and not to be taken lightly. Even akhluts who have been mounts for years are willful enough to assert themselves from time to time. With a great deal of patience and a little luck, akhluts can become fiercely loyal and protective companions.",
            "name": "Akhlut",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d10+32",
            "speed": {
                "walk": 40,
                "swim": 60
            },
            "strength": 19,
            "dexterity": 15,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 120 ft., passive Perception 14",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The akhlut makes two attacks: one with its bite and one with its tail slam. It can't make both attacks against the same target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Tail Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation",
                    "desc": "The akhlut can't use its blindsight while deafened."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The akhlut can hold its breath for 30 minutes."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The akhlut has advantage on attack rolls against a creature if at least one of the akhlut's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 0,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_akhlut/"
        },
        {
            "slug": "attercroppe",
            "desc": "Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes._  \n**Ophidian Fey.** While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world.  \n**Poisonous Fey.** Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water.  \n**Fey Enemies.** Water-dwelling fey, such as Open Game License",
            "name": "Attercroppe",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 21,
            "hit_dice": "6d4+6",
            "speed": {
                "swim": 30,
                "climb": 20,
                "walk": 20
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 6,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Aquan, Common, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poisonous Aura",
                    "desc": "The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour."
                },
                {
                    "name": "Water Invisibility",
                    "desc": "While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The attercroppe's spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water, fog cloud\n1/day each: misty step, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 32,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_attercroppe/"
        },
        {
            "slug": "august-rooster",
            "desc": "An amalgam of various bird species crows proudly as it hops forward._  \n**Chimeric Avian.** The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months.  \n**Selfish and Self-serving.** August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.",
            "name": "August Rooster",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 18,
            "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": "psychic",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "passive Perception 8",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The august rooster makes two talon attacks."
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Subservience",
                    "desc": "A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature's own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the august rooster's Aura of Subservience for 24 hours."
                },
                {
                    "name": "Dive Bomb",
                    "desc": "If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage."
                },
                {
                    "name": "Jumper",
                    "desc": "The august rooster can fly up to 40 feet 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": "Innate Spellcasting",
                    "desc": "The august rooster's innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components.\nAt will: dancing lights, mage hand, message, vicious mockery\n3/day each: bane, charm person, hideous laughter\n1/day each: healing word, hold person"
                }
            ],
            "spell_list": [],
            "page_no": 33,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_august-rooster/"
        },
        {
            "slug": "befouled-weird",
            "desc": "Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot._  \n**Corrupted Water Elementals.** When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas.  \n**Exiles to the Material Plane.** Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to Open Game License",
            "name": "Befouled Weird",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 60
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The befouled weird makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Drown in Filth (Recharge 4-6)",
                    "desc": "A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freeze",
                    "desc": "If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Parasitic Amoebas",
                    "desc": "A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Unclean",
                    "desc": "If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute."
                },
                {
                    "name": "Water Form",
                    "desc": "The befouled weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_befouled-weird/"
        },
        {
            "slug": "bloated-ghoul",
            "desc": "Bloated ghouls are Open Game License",
            "name": "Bloated Ghoul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "19d8+57",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 13,
            "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": "necrotic, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bloated ghoul makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6+3"
                },
                {
                    "name": "Hideous Feast",
                    "desc": "The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Unholy Stench",
                    "desc": "When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bloated-ghoul/"
        },
        {
            "slug": "bloodsapper",
            "desc": "This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._  \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License",
            "name": "Bloodsapper",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Draining Tongue",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Bloody Breath (Recharge Special)",
                    "desc": "The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Scent",
                    "desc": "A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."
                }
            ],
            "spell_list": [],
            "page_no": 44,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bloodsapper/"
        },
        {
            "slug": "brachyura-shambler",
            "desc": "The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish._  \n**Purveyors of Mud.** Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter.  \n**Related to the Sporous Crab.** The brachyura often share living space with the Open Game License",
            "name": "Brachyura Shambler",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Brachyura",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+2"
                },
                {
                    "name": "Diseased Spit",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.",
                    "attack_bonus": 3,
                    "damage_dice": "2d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Puncturing Claws",
                    "desc": "A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 49,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brachyura-shambler/"
        },
        {
            "slug": "cadaver-sprite",
            "desc": "The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License",
            "name": "Cadaver Sprite",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 20
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Corrupting Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Invisibility",
                    "desc": "The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 55,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cadaver-sprite/"
        },
        {
            "slug": "chamrosh",
            "desc": "This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.",
            "name": "Chamrosh",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "fly": 60,
                "walk": 40
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "insight": 4,
                "perception": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10+2"
                },
                {
                    "name": "Fearsome Bark (Recharge 5-6)",
                    "desc": "The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."
                },
                {
                    "name": "Healing Lick (2/Day)",
                    "desc": "The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Awareness",
                    "desc": "The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."
                },
                {
                    "name": "Flyby",
                    "desc": "The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 59,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_chamrosh/"
        },
        {
            "slug": "corpse-worm",
            "desc": "A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike._  \nThese creatures prowl deep caverns, seeking flesh to devour.  \n**Eaters of the Dead.** The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed.  \n**Ignore the Unliving.** While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops.  \n**Slimy Eggs.** A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.",
            "name": "Corpse Worm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Swallow",
                    "desc": "The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Regurgitate (Recharge 5-6)",
                    "desc": "When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The corpse worm has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_corpse-worm/"
        },
        {
            "slug": "crocotta",
            "desc": "A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth._  \n**Disturbing Grin.** The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds.  \n**Dog Hater.** The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape.  \n**Oracular Eyes.** The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell.",
            "name": "Crocotta",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from metal weapons",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed",
            "senses": "passive Perception 15",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check."
                },
                {
                    "name": "Paralyzing Gaze",
                    "desc": "When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save.\n\nCanines are immune to the crocotta's Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw."
                },
                {
                    "name": "Pounce",
                    "desc": "If the crocotta moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the crocotta can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 75,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_crocotta/"
        },
        {
            "slug": "deathspeaker",
            "desc": "An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.”_  \n**Doomsayer.** The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features.  \n**Evil Origins.** Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods.  \n**Cadaver Sprites.** For reasons that aren’t understood, Open Game License",
            "name": "Deathspeaker",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice."
                },
                {
                    "name": "Rake",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Necrotic Ray",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Pronounce Death",
                    "desc": "The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deathspeak",
                    "desc": "If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it."
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_deathspeaker/"
        },
        {
            "slug": "derendian-moth-abomination",
            "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._  \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.",
            "name": "Derendian Moth Abomination",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d12+80",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+1"
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Wings of the Primal Tender (1/Day)",
                    "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The abomination makes a Perception check."
                },
                {
                    "name": "Pursue",
                    "desc": "The abomination moves its flying speed."
                },
                {
                    "name": "Lay Eggs (Costs 2 Actions)",
                    "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies."
                }
            ],
            "special_abilities": [
                {
                    "name": "Antennae",
                    "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Assimilation",
                    "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The Derendian moth abomination's weapon attacks are magical."
                },
                {
                    "name": "Unbound",
                    "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_derendian-moth-abomination/"
        },
        {
            "slug": "emperors-hyena",
            "desc": "A choking cackle escapes the throat of the hyena. As it steps forward, patches of fur fall off of it, revealing bone and rotting muscle._  \nAs their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor. With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning.  \n**Gifts from the God of Death.** The method of creation of emperor’s hyenas was a gift given directly to the emperor by the god of death and has been entrusted to only a few necromancers. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor is seldom seen without a pair of emperor’s hyenas by his side. When he moves publicly, every available emperor’s hyena is deployed to ensure his safety.  \n**Voice of the Emperor.** Emperor’s hyenas often deliver messages when the emperor needs a messenger hardier than a Open Game License",
            "name": "Emperor’s Hyena",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common and Darakhul but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The emperor's hyena makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Black Breath (Recharge 5-6)",
                    "desc": "The emperor's hyena breathes a 15-foot cone of noxious black vapor. Each creature in the area that isn't an undead or a construct must make a DC 12 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature gains one level of exhaustion. This exhaustion lasts until the creature finishes a short or long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The emperor's hyena has advantage on attack rolls against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the emperor's hyena must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the emperor's hyena's Stench for 24 hours."
                },
                {
                    "name": "Turning Resistance",
                    "desc": "The emperor's hyena has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 135,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_emperors-hyena/"
        },
        {
            "slug": "far-dorocha",
            "desc": "The fey lady’s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow._  \n**Fey Stewards.** The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien.  \n**Abductor of Mortals.** Sometimes called the “dark man” or “fear dorcha,” these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.",
            "name": "Far Dorocha",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor), 18 while in dim light or darkness",
            "hit_points": 82,
            "hit_dice": "15d8+15",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 7,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Elvish, Sylvan, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The far dorocha makes two dirk attacks."
                },
                {
                    "name": "Dirk",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Dark Invitation",
                    "desc": "One humanoid within 30 feet of the far dorocha and that can hear it must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target believes it has been invited to meet with the far dorocha's master and accompanies the far dorocha. Although the target isn't under the far dorocha's control, it takes the far dorocha's requests or actions in the most favorable way it can. Each time the far dorocha or its companions do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends if the far dorocha is destroyed, is on a different plane of existence than the target, or uses its bonus action to end the effect. If the target successfully saves against the effect, or if the effect ends for it, the target is immune to the far dorocha's Dark Invitation for the next 24 hours.\n\nThe far dorocha can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the far dorocha disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait."
                },
                {
                    "name": "Traveler in Darkness",
                    "desc": "The far dorocha has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."
                },
                {
                    "name": "Under the Cloak of Night",
                    "desc": "While in dim light or darkness, the far dorocha's AC includes its Charisma modifier, and it has advantage on saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The far dorocha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: disguise self, thaumaturgy\n3/day each: command, phantom steed\n1/day each: compulsion, darkness"
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_far-dorocha/"
        },
        {
            "slug": "fire-infused-water-elemental",
            "desc": "A pillar of water rises up into a humanoid shape, steam trailing from its boiling form._  \n**Boiling Water.** Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory.  \n**Geothermal Dwellers.** Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License",
            "name": "Fire-Infused Water Elemental",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "swim": 90,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Aquan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Scald (Recharge 6)",
                    "desc": "A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Form",
                    "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 216,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fire-infused-water-elemental/"
        },
        {
            "slug": "fleshspurned",
            "desc": "This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity._  \n**Ghosts with Teeth.** A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm. These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of Open Game License",
            "name": "Fleshspurned",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Phantasmal Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature other than a construct or an undead, it must succeed on a DC 14 Constitution saving throw or become ghostly for 1 minute. While ghostly, it has the Incorporeal Movement trait and is susceptible to the fleshspurned's Ghost Eater trait. The creature can repeat the saving throw at the end of each of its turns, ending the ghostly effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Chatter",
                    "desc": "The fleshspurned clashes its oversized teeth together to create a clattering din. Each creature within 30 feet of the fleshspurned must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute. While confused, a creature acts as if under the effects of the confusion spell. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the target is immune to the fleshspurned's Chatter for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghost Eater",
                    "desc": "The fleshspurned has advantage on attack rolls against ghosts, wraiths, and other undead with the Incorporeal Movement trait, and such creatures aren't immune to the necrotic damage dealt by the fleshspurned's bite. When the fleshspurned kills one of these creatures, the fleshspurned gains temporary hp equal to double the creature's challenge rating (minimum of 1)."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The fleshspurned 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. A fleshspurned can't move through other creatures with the Incorporeal Movement trait."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fleshspurned/"
        },
        {
            "slug": "frost-mole",
            "desc": "Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.",
            "name": "Frost Mole",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d6+33",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The frost mole has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Snow Burrower",
                    "desc": "The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Pit",
                    "desc": "If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_frost-mole/"
        },
        {
            "slug": "gaunt-one",
            "desc": "This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._  \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones.  \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums.  \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.",
            "name": "Gaunt One",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Extract Heart",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing",
                    "desc": "The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing."
                }
            ],
            "spell_list": [],
            "page_no": 163,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_gaunt-one/"
        },
        {
            "slug": "giant-bombardier-beetle",
            "desc": "The giant bombardier beetle is among the most surprising creatures lurking on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape.  \n_Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people._  \n_**Forest Beetles.**_ Open Game License",
            "name": "Giant Bombardier Beetle",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 13,
            "hit_dice": "2d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Spray",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 7 (2d4 + 2) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 39,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-bombardier-beetle/"
        },
        {
            "slug": "giant-water-scorpion",
            "desc": "A common threat in canals, lagoons, bayous, and countless other bodies of water, the giant water scorpion is responsible for the deaths of many adventurers exploring waterways. Like most aquatic monsters, giant water scorpions are seldom at the top of the food chain in their native environment, and black dragons in particular enjoy snacking on them. Swamp and water-dwelling humanoids like lizardfolk have been known to use the giant water scorpion’s carapace to create shields or coverings for their tents. The creature’s long tail acts as a breathing tube for it, which is often harvested and used by intrepid explorers and inventors in the creation of diving bells and other apparatuses for traversing the stygian depths.",
            "name": "Giant Water Scorpion",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d10+33",
            "speed": {
                "swim": 30,
                "walk": 20
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., blindsight 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant water scorpion makes two claw attacks. If it is grappling a creature, it can use its proboscis once."
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10+3"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scorpion doesn't have another creature grappled.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The scorpion can hold its breath for 1 hour. If it is within 15 feet of the water's surface, it can use its tail as a breathing tube and doesn't need to hold its breath."
                },
                {
                    "name": "Poison Injection",
                    "desc": "When the scorpion hits with a proboscis attack against a grappled, paralyzed, restrained, or stunned creature, it deals an extra 10 (3d6) poison damage."
                },
                {
                    "name": "Underwater Camouflage",
                    "desc": "The scorpion has advantage on Dexterity (Stealth) checks made to hide while underwater."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-water-scorpion/"
        },
        {
            "slug": "hantu-penanggal",
            "desc": "The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._  \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent.  \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.",
            "name": "Hantu Penanggal",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "any evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "19d8+38",
            "speed": {
                "fly": 40,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 60 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks."
                },
                {
                    "name": "Rapier (Whole Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Claw (Body Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Bite (Head Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Entrails (Head Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detachable Head",
                    "desc": "As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form"
                }
            ],
            "spell_list": [],
            "page_no": 192,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hantu-penanggal/"
        },
        {
            "slug": "hoarfrost-drake",
            "desc": "This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost._  \n**White Dragon Servants.** Hoarfrost drakes share territory with Open Game License",
            "name": "Hoarfrost Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "fly": 30,
                "walk": 20
            },
            "strength": 9,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoarfrost drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Cloud of Riming Ice (Recharge 5-6)",
                    "desc": "The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it's holding. On a success, the target takes half the damage and doesn't drop what it's holding.\n\nThe area becomes difficult terrain until the end of the hoarfrost drake's next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Retaliatory Slip",
                    "desc": "When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Icy Scales",
                    "desc": "The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 123,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hoarfrost-drake/"
        },
        {
            "slug": "hooden-horse",
            "desc": "The creature stands amid a baying crowd, swathed in rags topped by a horse’s skull. It brandishes a halberd made of shadow and hisses, “Come forth and be judged!”_  \n**Strange Great Sins.** In small villages on a festival eve, one villager plays the village’s “sin eater.” Bearing a horse’s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders’ wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse.  \n**The Madness of The Crowd.** If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a Open Game License",
            "name": "Hooden Horse",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "psychic",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "the languages spoken in the village where it was created",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hooden horse makes two blade of retribution attacks."
                },
                {
                    "name": "Blade of Retribution",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. If the target is a perpetrator of the crime that provoked the hooden horse's creation, it has disadvantage on this saving throw.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Call to Judgment",
                    "desc": "The hooden horse points at a being it can see and demands that the creature submit to justice. The target must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. If the charmed target is more than 5 feet away from the hooden horse, the target must take the Dash action on its turn to move toward the hooden horse by the most direct route. It doesn't avoid opportunity attacks, but, before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw. The creature can also repeat the saving throw at the end of each of its turns or whenever it takes damage from the hooden horse. If a creature's saving throw is successful, the effect ends on it.\n\nThe hooden horse can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Harvest Life",
                    "desc": "When the hooden horse reduces a creature to 0 hp, the hooden horse regains 10 (3d6) hp."
                },
                {
                    "name": "Seek Wrongdoer",
                    "desc": "The hooden horse automatically knows the general direction to the nearest surviving perpetrator of the crime that provoked its creation."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hooden-horse/"
        },
        {
            "slug": "huli-jing",
            "desc": "A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails._  \n**Canine Animosity.** Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs.  \n**Energy Feeders.** The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid.  \n**Symbols of Luck or Curses.** The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.",
            "name": "Huli Jing",
            "size": "Medium",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 130,
            "hit_dice": "20d8+40",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 11,
            "skills": {
                "perception": 11,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 21",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks."
                },
                {
                    "name": "Bite (True Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Jade Dagger (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage",
                    "attack_bonus": 8,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Curse of Luck",
                    "desc": "Each creature of the huli jing's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the huli jing's Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute."
                },
                {
                    "name": "Draining Glance (Recharge 5-6)",
                    "desc": "The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn't a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The huli jing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: charm person, invisibility (self only), major image\n3/day each: cure wounds, disguise self, fear\n2/day each: bestow curse, confusion\n1/day each: divination, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 204,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_huli-jing/"
        },
        {
            "slug": "jack-of-strings",
            "desc": "Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._  \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals.  \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face.  \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.",
            "name": "Jack of Strings",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The jack of strings makes two mocking slap attacks."
                },
                {
                    "name": "Mocking Slap",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Animate Puppet",
                    "desc": "The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time."
                },
                {
                    "name": "Puppet Link",
                    "desc": "One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The jack of strings has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 218,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_jack-of-strings/"
        },
        {
            "slug": "kamaitachi",
            "desc": "Despite having bony sickles for paws, this large weasel moves adroitly as snow and ice whip around it._  \n**Related to Wind Weasels.** Kamaitachis derive from a family group of Open Game License",
            "name": "Kamaitachi",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 84,
            "hit_dice": "13d6+39",
            "speed": {
                "walk": 30,
                "climb": 15
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 6,
                "intimidation": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Common and Sylvan but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kamaitachi makes two sickle paw attacks."
                },
                {
                    "name": "Sickle Paw (True Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Wintry Assault (Wintry Swirl Form Only)",
                    "desc": "Each creature in the kamaitachi's space must make a DC 15 Dexterity saving throw. On a failure, the creature takes 9 (2d8) slashing damage plus 9 (2d8) cold damage and is blinded until the end of its next turn. On a success, it takes half the damage and isn't blinded."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form (Wintry Swirl Form Only)",
                    "desc": "The kamaitachi can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Concealing Snow (True Form Only)",
                    "desc": "As a bonus action, the kamaitachi sheathes itself in blowing ice and snow, causing attack rolls against it to have disadvantage. The kamaitachi can use this trait only if it is in snowy terrain. Flyby (Wintry Swirl Form Only). The kamaitachi doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The kamaitachi has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The kamaitachi can use its action to polymorph into a swirl of wintry weather. It can revert back to its true form as a bonus action. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies. While a wintry swirl, it has a flying speed of 40 feet, immunity to the grappled, petrified, prone, and restrained conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
                },
                {
                    "name": "Snow Devil (Wintry Swirl Form Only)",
                    "desc": "Until it attacks or uses Wintry Assault, the kamaitachi is indistinguishable from a natural swirl of snow unless a creature succeeds on a DC 15 Intelligence (Investigation) check."
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kamaitachi/"
        },
        {
            "slug": "keyhole-dragonette",
            "desc": "A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared._  \nThe keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail.  \n**Urban Exterminators.** Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places. Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin.  \n**Big Eaters.** Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods. Aside from meat, they enjoy fruits, nuts, and vegetables. Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth.  \n**Loyal Companions.** Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn’t occur to lift the creature’s spirits.",
            "name": "Keyhole Dragonette",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d4+12",
            "speed": {
                "climb": 20,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Scale Slash",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Soporific Breath (Recharge 5-6)",
                    "desc": "The dragonette exhales a cloud of sleep gas in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Compress",
                    "desc": "The dragonette can squeeze through a space as narrow as 1 inch wide."
                },
                {
                    "name": "Leaping Withdraw",
                    "desc": "The dragonette's long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start. If the dragonette leaps out of a creature's reach, it doesn't provoke opportunity attacks."
                },
                {
                    "name": "Tongue Pick",
                    "desc": "The dragonette can use its tongue to pick locks and disarm traps, as if its tongue was a set of thieves' tools. It is proficient in using its tongue in this way."
                },
                {
                    "name": "Vermin Hunter",
                    "desc": "Swarms of beasts don't have resistance to piercing and slashing damage from the dragonette. In addition, as a bonus action, the dragonette can use Scale Slash against a swarm of beasts occupying its space."
                }
            ],
            "spell_list": [],
            "page_no": 180,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_keyhole-dragonette/"
        }
    ]
}