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=56
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=57",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_class&page=55",
    "results": [
        {
            "slug": "saltgolem-tob1-2023",
            "desc": "False",
            "name": "Salt Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10 + 55",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Athletics": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 18 (4d8) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blinding Salt Spray",
                    "desc": "When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem's body, and each creature within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Dehydrating Fists",
                    "desc": "The salt golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 218,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_salt-golem/"
        },
        {
            "slug": "sandhag-tob1-2023",
            "desc": "False",
            "name": "Sand Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8 + 48",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Deception": 6,
                "Perception": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Dwarvish, Giant, Gnomish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag makes three Claw attacks. If two Claw attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. A creature can't suffer more than two levels of exhaustion from this effect."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The sand hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies."
                },
                {
                    "name": "Scouring Sirocco (Recharge 5-6)",
                    "desc": "The sand hag generates a blast of hot wind and sand in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 14 (4d6) slashing damage and 9 (2d8) fire damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area is heavily obscured by airborne sand until the start of the sand hag's next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The sand hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: silent image\n3/day each: hallucinatory terrain (as an action), major image"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The sand hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Mimicry",
                    "desc": "The sand hag can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check."
                },
                {
                    "name": "Scorpion Walk",
                    "desc": "Difficult terrain composed of sand or gravel doesn't cost the hag extra movement. In addition, while in sandy terrain, she doesn't leave tracks and has tremorsense out to a range of 30 feet."
                }
            ],
            "spell_list": [],
            "page_no": 229,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_sand-hag/"
        },
        {
            "slug": "savager-tob1-2023",
            "desc": "False",
            "name": "Savager",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10 + 50",
            "speed": {
                "walk": 20
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mighty Swing",
                    "desc": "If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn."
                },
                {
                    "name": "Spines",
                    "desc": "A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager's turn."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_savager/"
        },
        {
            "slug": "seadragonwyrmling-tob1-2023",
            "desc": "False",
            "name": "Sea Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8 + 16",
            "speed": {
                "walk": 40,
                "fly": 30
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage."
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the creature takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage and is pushed up to 5 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_sea-dragon-wyrmling/"
        },
        {
            "slug": "smaragdinegolem-tob1-2023",
            "desc": "False",
            "name": "Smaragdine Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10 + 110",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 11,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage."
                },
                {
                    "name": "Release Spell (Recharge Special)",
                    "desc": "The smaragdine golem releases an absorbed spell's energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated. The golem can use this action only if it is Charged (see the Magic Vessel trait)."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Absorb Spell",
                    "desc": "When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell's energy, countering it. This works like the counterspell spell, except the golem must always make a spellcasting ability check, no matter the spell's level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes' feast, the golem can absorb the spell's magic, ending the effect. In either case, the golem's ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can't use Absorb Spell while it is Charged."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Enchanted Weapons",
                    "desc": "The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 5d8 force damage (included in the attack)."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Vessel",
                    "desc": "When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell's magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius."
                }
            ],
            "spell_list": [],
            "page_no": 219,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_smaragdine-golem/"
        },
        {
            "slug": "snowqueen-tob1-2023",
            "desc": "False",
            "name": "Snow Queen",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 182,
            "hit_dice": "28d8 + 56",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 20,
            "skills": {
                "Perception": 10,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Elvish, Giant, Sylvan",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Snow Queen makes two Claw or Ice Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Ice Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Cold Snap (Recharge 5-6)",
                    "desc": "The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature that is immune to cold damage doesn't suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The Snow Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Snow Queen regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "The Snow Queen makes a Claw or Ice Bolt attack."
                },
                {
                    "name": "Move",
                    "desc": "The Snow Queen moves up to her speed without provoking opportunity attacks."
                },
                {
                    "name": "Snowblind",
                    "desc": "One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn."
                },
                {
                    "name": "Wintry Swirl (Costs 2 Actions)",
                    "desc": "Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ice Climb",
                    "desc": "When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Icy Weapons",
                    "desc": "The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack)."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Snow Queen fails a saving throw, she can choose to succeed instead."
                },
                {
                    "name": "Snowsight",
                    "desc": "The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."
                },
                {
                    "name": "Snow Walk",
                    "desc": "The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 184,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_snow-queen/"
        },
        {
            "slug": "sonoffenris-tob1-2023",
            "desc": "False",
            "name": "Son of Fenris",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "14d12 + 84",
            "speed": {
                "walk": 30,
                "burrow": 60
            },
            "strength": 26,
            "dexterity": 16,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Arcana": 7,
                "Intimidation": 6,
                "Religion": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 60 ft., tremorsense 120 ft., passive Perception 14",
            "languages": "Common, Celestial, Giant, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice)."
                },
                {
                    "name": "Divine Bolt",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage or radiant damage (the son's choice)."
                },
                {
                    "name": "Snake Breath (Recharge 5-6)",
                    "desc": "The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Divine Weapons",
                    "desc": "The son of Fenris's weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the attack), the son's choice."
                }
            ],
            "spell_list": [],
            "page_no": 335,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_son-of-fenris/"
        },
        {
            "slug": "spawnofarbeyach-tob1-2023",
            "desc": "False",
            "name": "Spawn of Arbeyach",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8 + 24",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14",
            "languages": "Infernal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Arbeyach makes one Bite attack and one Stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Children of Arbeyach (1/Day)",
                    "desc": "The spawn of Arbeyach magically calls 1d4 swarms of insects. The called creatures arrive in 1d4 rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the spawn's darkvision."
                },
                {
                    "name": "Hive Bond",
                    "desc": "While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom (Perception) checks. The spawn can't be surprised if at least one other member is aware of the danger and within 300 feet of it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The spawn has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Insects",
                    "desc": "The spawn can communicate with insects as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 356,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_spawn-of-arbeyach/"
        },
        {
            "slug": "starspawnofcthulhu-tob1-2023",
            "desc": "False",
            "name": "Star Spawn of Cthulhu",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "17d10 + 119",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 25,
            "dexterity": 15,
            "constitution": 24,
            "intelligence": 30,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 24,
            "skills": {
                "Arcana": 15,
                "Perception": 14
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "cold, fire, lightning, poison, psychic",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 300 ft., passive Perception 24",
            "languages": "Abyssal, Common, Void Speech",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available."
                },
                {
                    "name": "Crushing Claws",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."
                },
                {
                    "name": "Dimensional Stomp",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it."
                },
                {
                    "name": "Void Bolt",
                    "desc": "Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) necrotic damage."
                },
                {
                    "name": "Disintegrating Gaze (Recharge 5-6)",
                    "desc": "One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Interdimensional Step",
                    "desc": "The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_star-spawn-of-cthulhu/"
        },
        {
            "slug": "thuellai-tob1-2023",
            "desc": "False",
            "name": "Thuellai",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 161,
            "hit_dice": "14d12 + 70",
            "speed": {
                "walk": 100
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 14,
            "skills": {
                "Perception": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; 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 14",
            "languages": "Common, Dwarvish, Primordial",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thuellai makes three Icy Claw attacks."
                },
                {
                    "name": "Icy Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage."
                },
                {
                    "name": "Freezing Breath (Recharge 5-6)",
                    "desc": "The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The thuellai doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Snowsight",
                    "desc": "The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_thuellai/"
        },
        {
            "slug": "tosculielitebowraider-tob1-2023",
            "desc": "False",
            "name": "Tosculi Elite Bow Raider",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 97,
            "hit_dice": "13d8 + 39",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 24,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Infernal, Tosculi",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi elite bow raider makes two Claw or Longbow attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 7) slashing damage."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Skirmisher",
                    "desc": "The tosculi takes the Dash or Disengage action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Archer",
                    "desc": "A ranged weapon deals one extra die of its damage when the tosculi hits with it (included in the attack)."
                },
                {
                    "name": "Hive Sense",
                    "desc": "The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home."
                },
                {
                    "name": "Point Blank Hunter",
                    "desc": "When the tosculi makes a ranged attack with a bow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_tosculi-elite-bow-raider/"
        },
        {
            "slug": "tosculihivequeen-tob1-2023",
            "desc": "False",
            "name": "Tosculi Hive Queen",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 189,
            "hit_dice": "18d10 + 90",
            "speed": {
                "walk": 60,
                "fly": 40
            },
            "strength": 17,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 17,
            "skills": {
                "Perception": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Deep Speech, Gnoll, Infernal, Tosculi, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi hive queen makes four Scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 22 (6d4 + 7) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hive queen's potent poison can be removed only by the greater restoration spell or similar magic."
                },
                {
                    "name": "Implant Egg",
                    "desc": "The hive queen implants an egg into an incapacitated creature within 5 feet of her that isn't a Construct or Undead. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and doesn't need to eat or drink. The egg hatches after 30 days, and the larval tosculi bursts out of the host, killing the host in the process. A creature can take its action to remove the egg by succeeding on a DC 20 Wisdom (Medicine) check. Alternatively, a spell or effect that cures disease disintegrates the unhatched tosculi."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The hive queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hive queen regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Flight",
                    "desc": "The hive queen flies up to half her flying speed without provoking opportunity attacks."
                },
                {
                    "name": "Stinger (Costs 2 Actions)",
                    "desc": "The hive queen makes one Stinger attack."
                },
                {
                    "name": "Glitter Dust (Costs 2 Actions)",
                    "desc": "The hive queen beats her wings and creates a cloud of glittering, golden particles. Each non-tosculi creature within 20 feet of her must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the hive queen fails a saving throw, she can choose to succeed instead."
                },
                {
                    "name": "Hive's Heart",
                    "desc": "The hive queen knows the direction and distance to all members of her hive and the range of her telepathy extends to 20 miles when communicating with a member of her hive."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_tosculi-hive-queen/"
        },
        {
            "slug": "ushabti-tob1-2023",
            "desc": "False",
            "name": "Ushabti",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8 + 56",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 1,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ushabti makes two Nabboot attacks."
                },
                {
                    "name": "Nabboot",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is halved, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic."
                },
                {
                    "name": "Serpentine Armlets (1/Day)",
                    "desc": "The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti's arms."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Telekinesis",
                    "desc": "One creature the ushabti can see within 60 feet of it must succeed on a DC 16 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is restrained until the start of the ushabti's next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The ushabti doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the ushabti is motionless, it is indistinguishable from a normal funerary statue."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The ushabti is immune to spells and effects that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ushabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Necrotic Weapons",
                    "desc": "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ushabti/"
        },
        {
            "slug": "voiddragonwyrmling-tob1-2023",
            "desc": "False",
            "name": "Void Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8 + 18",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 5,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons."
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales localized gravity in a 15-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 13 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon's next turn."
                },
                {
                    "name": "Stellar Breath",
                    "desc": "The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."
                },
                {
                    "name": "Expert Void Traveler",
                    "desc": "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."
                }
            ],
            "spell_list": [],
            "page_no": 131,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_void-dragon-wyrmling/"
        },
        {
            "slug": "weepingtreant-tob1-2023",
            "desc": "False",
            "name": "Weeping Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12 + 40",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Insight": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan, Umbral",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The weeping treant makes two Slam or Rock attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage plus 3 (2d6) acid damage, and the target takes 3 (1d6) acid damage at the end of its next turn unless it or another creature takes an action to wipe off the acid."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The weeping treant deals double damage to objects and structures."
                },
                {
                    "name": "Speak with Plants",
                    "desc": "The weeping treant can communicate with plants as if they shared a language."
                },
                {
                    "name": "Weep Acid",
                    "desc": "Thick tears of dark, acidic sap stream continuously down the treant's face and trunk. A creature that touches the weeping treant or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 369,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_weeping-treant/"
        },
        {
            "slug": "ychenbannog-tob1-2023",
            "desc": "False",
            "name": "Ychen Bannog",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 186,
            "hit_dice": "12d20 + 60",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "False",
            "condition_immunities": "exhaustion",
            "senses": "passive Perception 11",
            "languages": "—",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ychen bannog makes one Gore attack and two Stomp attacks."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Deafening Bellow (Recharge 5-6)",
                    "desc": "The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 44 (8d10) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw."
                },
                {
                    "name": "Overrun (Recharge 6)",
                    "desc": "The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the ychen bannog enters a creature's space during this move, that creature must make a DC 17 Dexterity saving throw. On a failure, a creature takes 54 (12d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The ychen bannog deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ychen-bannog/"
        },
        {
            "slug": "youngcavedragon-tob1-2023",
            "desc": "False",
            "name": "Young Cave Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d10 + 90",
            "speed": {
                "walk": 20,
                "fly": 20,
                "burrow": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 19,
            "skills": {
                "Perception": 9,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 30 ft., tremorsense 90 ft., passive Perception 19",
            "languages": "Common, Darakhul, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Ruff Spikes",
                    "desc": "When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and be prevented from entering that space."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Darkness Shroud",
                    "desc": "The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled."
                },
                {
                    "name": "Magical Tunneler",
                    "desc": "The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake."
                },
                {
                    "name": "Spiked Climb",
                    "desc": "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction."
                }
            ],
            "spell_list": [],
            "page_no": 115,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_young-cave-dragon/"
        },
        {
            "slug": "angelic-enforcer",
            "desc": "A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._  \nAngelic enforcers are lion-headed celestials that hunt rogue angels.  \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial.  \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place.  \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.",
            "name": "Angelic Enforcer",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 9,
                "intimidation": 9,
                "perception": 9,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angelic enforcer makes two melee attacks, but can use its bite only once."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6"
                },
                {
                    "name": "Change Shape",
                    "desc": "The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blazing Weapons",
                    "desc": "The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The angelic enforcer knows if it hears a lie."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The enforcer has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "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_angelic-enforcer/"
        },
        {
            "slug": "clockwork-archon",
            "desc": "The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Archon",
            "size": "Gargantuan",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 201,
            "hit_dice": "13d20+65",
            "speed": {
                "walk": 30,
                "hover": true,
                "fly": 60
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork archon makes two attacks with its transforming weapon."
                },
                {
                    "name": "Transforming Weapon",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.",
                    "attack_bonus": 11,
                    "damage_dice": "4d10+7"
                },
                {
                    "name": "Fire from Heaven (Recharge 5-6)",
                    "desc": "The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Armored Transport",
                    "desc": "The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork archon is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork archon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The clockwork archon deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 65,
            "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_clockwork-archon/"
        },
        {
            "slug": "conjoined-queen",
            "desc": "The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike._  \n**Born in Chaos.** The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged.  \n**Rulers of the Many-Legged.** A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs.  \n**Hungry for Power.** The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.",
            "name": "Conjoined Queen",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d10+80",
            "speed": {
                "burrow": 20,
                "climb": 30,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 21,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "Common",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The conjoined queen makes two slam attacks and one sting attack."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Queen's Wrathful Clattering (1/Day)",
                    "desc": "The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The conjoined queen has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pheromones",
                    "desc": "A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed 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. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours."
                },
                {
                    "name": "Tunneler",
                    "desc": "The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\nCantrips (at will): acid splash, mage hand, prestidigitation, ray of frost\n1st Level (4 slots): burning hands, magic missile, shield, thunderwave\n2nd Level (3 slots): detect thoughts, misty step, web\n3rd Level (3 slots): clairvoyance, counterspell, haste\n4th Level (3 slots): banishment, confusion\n5th Level (1 slot): insect plague"
                }
            ],
            "spell_list": [],
            "page_no": 70,
            "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_conjoined-queen/"
        },
        {
            "slug": "culicoid",
            "desc": "Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head._  \n**Abyssal Swamp Dwellers.** Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes.  \n**Buzzing and Itching.** Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash.  \n**Friend to Mosquitos.** The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as Open Game License",
            "name": "Culicoid",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d10+80",
            "speed": {
                "fly": 60,
                "hover": true,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 6,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The culicoid makes three attacks: one with its proboscis and two with its needle claws."
                },
                {
                    "name": "Needle Claws",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it."
                },
                {
                    "name": "Cloud of Mosquitos",
                    "desc": "When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The culicoid has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Mosquito-Proof",
                    "desc": "The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures."
                },
                {
                    "name": "Speak with Mosquitos",
                    "desc": "The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 94,
            "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_culicoid/"
        },
        {
            "slug": "dragonflesh-golem",
            "desc": "A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.",
            "name": "Dragonflesh Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 7,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "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, lightning, poison",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Terror Stare",
                    "desc": "The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours."
                },
                {
                    "name": "Elemental Breath (Recharge 5-6)",
                    "desc": "The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "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_dragonflesh-golem/"
        },
        {
            "slug": "felid-dragon",
            "desc": "The tiger rises from its slumber, stretching its draconic wings. Light glints off its backswept horns as it roars its deafening challenge at intruders._  \n**Treasure Hoard.** Similar to other dragons, felid dragons are treasure hoarders with an eye for shiny and sparkly things. They sometimes align themselves with those who are trying to do good in the world, though their motivation is typically selfish and focused on obtaining treasure.  \n**Curious and Playful.** Like most cats, felid dragons are naturally curious and often put themselves in danger just to learn more about the world. They like to play with their prey, allowing it to live a little longer than necessary before knocking it down again for their own entertainment. This behavior is unavoidably instinctual and even the most austere felid dragons succumb to it.",
            "name": "Felid Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": null,
            "hit_points": 275,
            "hit_dice": "22d12+132",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 18,
            "dexterity": 26,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "acrobatics": 14,
                "perception": 9,
                "stealth": 16
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, prone",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The felid dragon can use its Deafening Roar. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d10+8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this attack, the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Deafening Roar",
                    "desc": "Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Deafening Roar for the next 24 hours."
                },
                {
                    "name": "Sickening Bile (Recharge 5-6)",
                    "desc": "The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn't coated in bile. While coated in bile, a creature is poisoned. A creature, including the target coated in bile, can use its action to remove the bile, ending the poisoned condition."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The felid dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The felid dragon has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The felid dragon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pounce",
                    "desc": "If the felid dragon 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 20 Strength saving throw or be knocked prone. If the target is prone, the felid dragon can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 143,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_felid-dragon/"
        },
        {
            "slug": "forest-emperor",
            "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._  \n**Born of Dragons.** When a particularly hardy Open Game License",
            "name": "Forest Emperor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "nature": 6,
                "perception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Common, Giant",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Acidic Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Toxic Nectar Spray (Recharge 5-6)",
                    "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Rattle",
                    "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "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_forest-emperor/"
        },
        {
            "slug": "glacier-behemoth",
            "desc": "A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body._  \n**Slow but Steady.** Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes.  \n**Bulettekin.** Glacier behemoths are arctic relatives to Open Game License",
            "name": "Glacier Behemoth",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 20
            },
            "strength": 24,
            "dexterity": 3,
            "constitution": 21,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 11,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "grappled, prone, restrained",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The glacier behemoth makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "4d12+7"
                },
                {
                    "name": "Inexorable Charge",
                    "desc": "If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The glacier behemoth's movement along this line doesn't provoke opportunity attacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ground Disruptor",
                    "desc": "When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain."
                },
                {
                    "name": "Unstoppable",
                    "desc": "Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn't cost the glacier behemoth extra movement. Its speed can't be reduced by any effect."
                }
            ],
            "spell_list": [],
            "page_no": 177,
            "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_glacier-behemoth/"
        },
        {
            "slug": "helashruu",
            "desc": "An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.",
            "name": "Helashruu",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "fly": 50,
                "walk": 0,
                "hover": true
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "perception": 13
            },
            "damage_vulnerabilities": "bludgeoning, thunder",
            "damage_resistances": "acid, cold, fire, lightning, piercing, psychic",
            "damage_immunities": "slashing",
            "condition_immunities": "charmed, paralyzed, petrified, prone",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The helashruu uses Trap Life if it can. It then makes four shard whip attacks."
                },
                {
                    "name": "Shard Whip",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Reflect Energy (Recharge 5-6)",
                    "desc": "The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."
                },
                {
                    "name": "Trap Life (Recharge 6)",
                    "desc": "One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."
                },
                {
                    "name": "Teleport",
                    "desc": "The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Dimensional Hop (3/Day)",
                    "desc": "The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 197,
            "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_helashruu/"
        },
        {
            "slug": "illhveli-nauthveli",
            "desc": "Vast and terrible to behold, a nauthveli is an enormous whale with a dappled black-and-white hide and a head resembling an enormous fanged cow, its eyes blazing with malevolence._  \n**Evil of the Seas.** One of the largest of the illhveli, the nauthveli is a creature of pure hatred and malice. Known for their bellowing bull-like cries, the nauthveli haunt deep, cold waters, contesting the depths with other monsters such as Open Game License",
            "name": "Illhveli, Nauthveli",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 280,
            "hit_dice": "16d20+112",
            "speed": {
                "swim": 60,
                "walk": 10
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": 15,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 15,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "frightened, prone",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nauthveli makes one bite attack and one tail attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the nauthveli can't bite another target.",
                    "attack_bonus": 15,
                    "damage_dice": "6d6+10"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.",
                    "attack_bonus": 15,
                    "damage_dice": "4d8+10"
                },
                {
                    "name": "Swallow",
                    "desc": "The nauthveli makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the nauthveli, and it takes 28 (8d6) acid damage at the start of each of the nauthveli's turns.\n\nIf the nauthveli takes 40 damage or more on a single turn from a creature inside it, the nauthveli must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nauthveli. If the nauthveli dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."
                },
                {
                    "name": "Thunderous Bellow (Recharge 5-6)",
                    "desc": "The nauthveli bellows in a 60-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 54 (12d8) thunder damage and is pushed up to 15 feet away from the nauthveli and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The nauthveli can hold its breath for 1 hour."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The nauthveli deals double damage to objects and structures."
                },
                {
                    "name": "Terror of the High Seas",
                    "desc": "The nauthveli is surrounded by a supernatural aura of dread. Each creature that starts its turn within 60 feet of the nauthveli must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature immersed in water has disadvantage on this saving throw. A frightened creature can repeat this 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 nauthveli's Terror of the High Seas for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "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_illhveli-nauthveli/"
        },
        {
            "slug": "khodumodumo",
            "desc": "The hillock suddenly sprouts to life, rising up from its surroundings to reveal a sightless, toad-like monster with a cavernous maw. Six long red tongues emerge from this orifice, each as thick as a man’s torso and ending in a razor-sharp point._  \n**The Hills Have Tongues.** The khodumodumo is one of the apex predators of the hills and badlands in which it lives, disguising itself as a moderately-sized hillock to lure creatures closer before animating and impaling them on one of its many tongues. While not evil, the khodumodumo is a voracious predator that constantly needs to eat, and it attempts to devour just about anything that comes within reach.  \n**Rite of Passage.** Slaying a khodumodumo in single combat is often considered a rite of passage for a fire giant seeking to contest the leadership of a clan, especially because the creature is naturally resistant to fire. Powerful red dragons have also been known to hunt khodumodumos for sport.",
            "name": "Khodumodumo",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 186,
            "hit_dice": "12d20+60",
            "speed": {
                "walk": 25
            },
            "strength": 23,
            "dexterity": 20,
            "constitution": 21,
            "intelligence": 4,
            "wisdom": 15,
            "charisma": 7,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 17",
            "languages": "—",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The khodumodumo makes three attacks with its tongues, uses Reel, and makes one attack with its bite."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 33 (6d8 + 6) piercing damage. If the target is a Large or smaller creature grappled by the khodumodumo, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the khodumodumo, and it takes 21 (6d6) acid damage at the start of each of the khodumodumo's turns.\n\nIf the khodumodumo takes 30 damage or more on a single turn from a creature inside it, the khodumodumo must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the khodumodumo. If the khodumodumo dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.",
                    "attack_bonus": 11,
                    "damage_dice": "6d8+6"
                },
                {
                    "name": "Tongue",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the khodumodumo can't use the same tongue on another target. In addition, at the start of each of the target's turns, the target takes 8 (1d4 + 6) piercing damage."
                },
                {
                    "name": "Reel",
                    "desc": "The khodumodumo pulls each creature grappled by it up to 25 feet straight toward it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the khodumodumo remains motionless, it is indistinguishable from an ordinary earthen hill."
                },
                {
                    "name": "Impaling Tongues",
                    "desc": "The khodumodumo can have up to six impaling tongues at a time. Each tongue can be attacked (AC 20; 15 hp; immunity to poison and psychic damage). Destroying a tongue deals no damage to the khodumodumo. A tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. Destroyed tongues regrow by the time the khodumodumo finishes a long rest."
                }
            ],
            "spell_list": [],
            "page_no": 229,
            "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_khodumodumo/"
        },
        {
            "slug": "lava-keeper",
            "desc": "A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature._  \n**Volcanic Guardians.** Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home.  \n**Noble Elementals.** Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the Open Game License",
            "name": "Lava Keeper",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 276,
            "hit_dice": "24d12+120",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "history": 12,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 20",
            "languages": "Ignan, Terran",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+7"
                },
                {
                    "name": "Lava Lob",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn.",
                    "attack_bonus": 13,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Fumarole (Recharge 5-6)",
                    "desc": "The crater between the lava keeper's shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lava Dribble",
                    "desc": "Each creature that starts its turn within 5 feet of the lava keeper must make a DC 19 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The lava keeper's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\nAt will: move earth, stone shape\n3/day each: wall of fire, wall of stone\n1/day each: conjure elemental (earth or fire elemental only), earthquake, fire storm"
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "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_lava-keeper/"
        },
        {
            "slug": "locksmith",
            "desc": "The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._  \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind.  \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge.  \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys.  \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.",
            "name": "Locksmith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 90 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The locksmith makes two key blade attacks."
                },
                {
                    "name": "Key Blade",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Acid Wash (Recharge 5-6)",
                    "desc": "The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Expert Lockpicker",
                    "desc": "The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage"
                }
            ],
            "spell_list": [],
            "page_no": 240,
            "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_locksmith/"
        },
        {
            "slug": "murgrik",
            "desc": "This reptilian creature is built like an alligator with two extra mouths: one affixed to a stalk between its eyes and one toothy maw stretched over its belly. A batlike membrane connects its forelimbs to its body, and a tail made up of a dozen spinning tentacles propels the abomination in flight._  \n**Marshy Nightmares.** Murgriks are consummate hunters and prefer to prey on intelligent creatures. They relish the fear their appearance provokes, and they augment this fear by generating terrifying wails from the stalks on their heads. Once they smell blood, they relentlessly attack and pursue prey until they or their prey die.  \n**Corrupted Alligators.** Occasionally, deep parts of swamps cross planar boundaries into the Abyss. Those who study murgriks believe the creatures are ordinary alligators warped by their proximity to that plane. Their cruelty and preference for intelligent prey both lend credence to the notion that the Abyssa has influenced their mutations.  \n**Afraid of Herons.** The only known way to deter a murgrik from attacking is to introduce a heron, real or illusory. The reason a murgrik retreats from herons is a mystery, but it may point to the existence of a demonic bird that preys on murgriks.",
            "name": "Murgrik",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "swim": 40,
                "fly": 20,
                "walk": 40
            },
            "strength": 23,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 10,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Deep Speech but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The murgrik makes three attacks: one with its bite and two with its tentacles."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. The target is grappled (escape DC 18) if it is a Medium or smaller creature and the murgrik doesn't have two other creatures grappled. Until this grapple ends, the target is restrained.",
                    "attack_bonus": 10,
                    "damage_dice": "1d6+6"
                },
                {
                    "name": "Stomach Maw",
                    "desc": "The murgrik makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the murgrik, and it takes 14 (4d6) acid damage at the start of each of the murgrik's turns. The murgrik can only have one creature swallowed at a time.\n\nIf the murgrik takes 20 damage or more on a single turn from the swallowed creature, the murgrik must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the murgrik. If the murgrik dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone."
                },
                {
                    "name": "Unsettling Ululations (Recharge 6)",
                    "desc": "The stalk on the murgrik's head unleashes a dispiriting wail. Each creature within 30 feet of the murgrik that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The murgrik has advantage on melee attack rolls against any creature that doesn't have all its hp."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The murgrik can hold its breath for 30 minutes."
                },
                {
                    "name": "Keen Scent",
                    "desc": "The murgrik has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Tentacle Flight",
                    "desc": "The murgrik flies by spinning its tentacles. If it is grappling a creature with its tentacles, its flying speed is halved."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "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_murgrik/"
        },
        {
            "slug": "shadow-of-death",
            "desc": "Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel._  \n**Angels of Death.** Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane’s dread influence.  \n**Deathly Avatars.** Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave’s shadow across the world.  \n**Immortal Nature.** The shadow of death doesn’t require food, drink, or sleep.",
            "name": "Shadow of Death",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": null,
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 50
            },
            "strength": 7,
            "dexterity": 26,
            "constitution": 24,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow of death can use Vision of Ending. It then makes three shortsword attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Vision of Ending",
                    "desc": "Each creature that is not undead within 60 feet of the shadow of death that can see it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is also paralyzed as it sees visions of its death. 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 this shadow of death's Vision of Ending for the next 24 hours."
                },
                {
                    "name": "Teleport",
                    "desc": "The shadow of death magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Throes",
                    "desc": "When the shadow of death dies, it explodes, and each creature within 30 feet of it must make a DC 22 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one."
                },
                {
                    "name": "Deathly Shroud",
                    "desc": "At the start of each of the shadow of death's turns, each creature within 15 feet of it must succeed on a DC 22 Constitution saving throw or take 10 (3d6) necrotic damage.\n\nIn addition, light within 30 feet of the shadow of death is less effective. Bright light in the area becomes dim light, and dim light in the area becomes darkness."
                },
                {
                    "name": "Destroyer of Life",
                    "desc": "If the shadow of death reduces a creature to 0 hp, the creature can be restored to life only by means of a wish spell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadow of death has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shadow of death can take the Hide action as a bonus action."
                },
                {
                    "name": "Weapons of Death",
                    "desc": "The shadow of death's weapon attacks are magical. When the shadow of death hits with any weapon, the weapon deals an extra 10 (3d6) necrotic damage (included in the attack).\n\nA creature that takes necrotic damage from the shadow death's weapon must succeed on a DC 22 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_shadow-of-death/"
        },
        {
            "slug": "thornheart-guardian",
            "desc": "A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._  \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License",
            "name": "Thornheart Guardian",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip."
                },
                {
                    "name": "Barbed Greatsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage."
                },
                {
                    "name": "Thorny Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Grasp of the Briar (Recharge 5-6)",
                    "desc": "The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The thornheart guardian is immune to any spell or effect that would alter its form"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The thornheart guardian has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The thornheart guardian's weapon attacks are magical"
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_thornheart-guardian/"
        },
        {
            "slug": "timingila",
            "desc": "This massive shark-eel surges out of the water, opening titanic jaws large enough to bite a ship in half._  \n**Bribable.** Wise captains traveling through timingila hunting grounds often carry tithes and offerings in hopes of placating the creatures.  \n**Lesser Leviathan.** The timingila is one of the largest creatures in the seas. Some scholarly tomes suggest a connection between the timingila and rarer leviathans but no definitive proof has yet been found.  \n**Master of the Seas.** The timingila is an apex predator of the oceans. It hunts whales primarily but eats anything it can catch. The timingila is fiercely territorial and considers all of the ocean its personal domain.",
            "name": "Timingila",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "titan",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 232,
            "hit_dice": "15d20+75",
            "speed": {
                "swim": 60,
                "walk": 0
            },
            "strength": 28,
            "dexterity": 5,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, thunder",
            "condition_immunities": "frightened",
            "senses": "blindsight 120 ft., passive Perception 18",
            "languages": "understands Abyssal, Celestial, Draconic, and Infernal but can’t speak",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The timingila makes four attacks: one with its bite, one with its tail slap, and two with its flippers."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the timingila. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the timingila, and it takes 21 (6d6) acid damage at the start of each of the timingila's turns.\n\nIf the timingila takes 30 damage or more on a single turn from a creature inside it, the timingila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the timingila. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.",
                    "attack_bonus": 14,
                    "damage_dice": "3d10+9"
                },
                {
                    "name": "Flipper",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6+9"
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the timingila and knocked prone.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8+9"
                },
                {
                    "name": "Breach",
                    "desc": "The timingila swims up to its swimming speed without provoking opportunity attacks. If it breaches the water's surface, it crashes back down, creating a wave in a 30-foot-wide, 120-footlong line that is 30 feet tall. Any Gargantuan or smaller vehicles in the line are carried up to 100 feet away from the timingila and have a 50 percent chance of capsizing."
                },
                {
                    "name": "Resonating Roar (Recharge 5-6)",
                    "desc": "The timingila roars in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a vehicle is in the area, the roar travels into the vehicle and resonates inside it. Each creature inside the vehicle, even if the creature is outside the roar's area, must succeed on a DC 18 Constitution saving throw or take half the damage from the roar."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The timingila deals double damage to objects and structures."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The timingila can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "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_timingila/"
        },
        {
            "slug": "uridimmu",
            "desc": "This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands._  \n**Bastard Sons of Chaos.** The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces.  \n**Tainted Servants of Law.** Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like Open Game License",
            "name": "Uridimmu",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "12d10+84",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 22,
            "dexterity": 17,
            "constitution": 24,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 14,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The uridimmu makes three attacks: one with its bite and two with its mace."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Heavenly Roar (Recharge 5-6)",
                    "desc": "The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaos Mace",
                    "desc": "The uridimmu's attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack."
                },
                {
                    "name": "Heroic Aura",
                    "desc": "Each friendly creature within 20 feet of the uridimmu can't be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu's aura doesn't work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The uridimmu has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The uridimmu's spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, light, protection from evil and good\n3/day each: dispel magic, glyph of warding, lightning bolt\n1/day each: flame strike, heal, wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "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_uridimmu/"
        },
        {
            "slug": "young-blue-dragon-zombie",
            "desc": "",
            "name": "Young Blue Dragon Zombie",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30,
                "fly": 70,
                "burrow": 10
            },
            "strength": 21,
            "dexterity": 6,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 1,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 9",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon zombie makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Rotting Breath (Recharge 5-6)",
                    "desc": "The dragon zombie exhales rotting breath in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, and it rises as a zombie and acts immediately after the dragon zombie in the initiative count. The new zombie is under the control of the creature controlling the dragon zombie."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."
                }
            ],
            "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_young-blue-dragon-zombie/"
        },
        {
            "slug": "young-boreal-dragon",
            "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License",
            "name": "Young Boreal Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "fly": 80,
                "walk": 40,
                "swim": 30
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "athletics": 8,
                "perception": 8,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Draconic, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Cinder Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 112,
            "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_young-boreal-dragon/"
        },
        {
            "slug": "young-imperial-dragon",
            "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License",
            "name": "Young Imperial Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "swim": 40,
                "walk": 40,
                "fly": 80
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 10,
            "skills": {
                "insight": 6,
                "perception": 10,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud"
                }
            ],
            "spell_list": [],
            "page_no": 117,
            "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_young-imperial-dragon/"
        },
        {
            "slug": "adult-wasteland-dragon",
            "desc": "",
            "name": "Adult Wasteland Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "burrow": 30,
                "climb": 40,
                "fly": 70,
                "walk": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d10+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d6+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d8+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                    "name": "Frightful Presence"
                },
                {
                    "desc": "The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.",
                    "name": "Warped Energy Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The dragon makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The dragon makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 118,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_adult-wasteland-dragon/"
        },
        {
            "slug": "alabaster-tree",
            "desc": "",
            "name": "Alabaster Tree",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 10
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The alabaster tree makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16).",
                    "name": "Slam"
                },
                {
                    "desc": "The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree's turns. An alabaster tree can have only one creature engulfed at a time.\n\nIf the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself.",
                    "name": "Serrated Squeeze (Willow Only)"
                },
                {
                    "desc": "One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.",
                    "name": "Toss (Oak Only)"
                },
                {
                    "desc": "The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.",
                    "name": "Cloud of Needles (Recharge 5-6, Pine Only)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it.",
                    "name": "Churning Advance (3/Day)"
                },
                {
                    "desc": "Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws.",
                    "name": "Foster the Grasses"
                },
                {
                    "desc": "The alabaster tree knows if a creature within 60 feet of it is good-aligned or not.",
                    "name": "Like Calls to Like"
                },
                {
                    "desc": "A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest.",
                    "name": "Soul's Respite"
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alabaster-tree/"
        },
        {
            "slug": "ankou-soul-herald",
            "desc": "",
            "name": "Ankou Soul Herald",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 17,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 11,
            "perception": 18,
            "skills": {
                "perception": 18,
                "persuasion": 11,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 28",
            "languages": "all",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d8+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "desc": "Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.",
                    "name": "Horrifying Presence"
                },
                {
                    "desc": "The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.",
                    "name": "Reaper's Breath (Recharge 5-6)"
                },
                {
                    "desc": "The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.",
                    "name": "Change Shape"
                },
                {
                    "desc": "The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.",
                    "name": "Usher of Souls"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.",
                    "name": "Detect"
                },
                {
                    "desc": "The ankou makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "name": "Envelope in Shadow (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.",
                    "name": "Aura of Necromancy's Bane"
                },
                {
                    "desc": "As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.",
                    "name": "Cloak of Ghostly Shadows"
                },
                {
                    "desc": "The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.",
                    "name": "Death's Apotheosis"
                },
                {
                    "desc": "If the ankou fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 37,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ankou-soul-herald/"
        },
        {
            "slug": "avatar-of-shoth",
            "desc": "",
            "name": "Avatar of Shoth",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "shoth",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 341,
            "hit_dice": "22d20+110",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 13,
            "perception": 12,
            "skills": {
                "insight": 12,
                "perception": 12,
                "persuasion": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold, fire",
            "condition_immunities": "charmed, frightened, prone",
            "senses": "blindsight 60 ft., truesight 60 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "The avatar makes three oozing tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "4d12+5",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.",
                    "name": "Oozing Tentacle"
                },
                {
                    "desc": "A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.",
                    "name": "Legendary Merge"
                },
                {
                    "desc": "The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.",
                    "name": "Acid Wave (Recharge 5-6)"
                },
                {
                    "desc": "The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.",
                    "name": "Consult the Zom (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The avatar casts one at will spell.",
                    "name": "At Will Spell"
                },
                {
                    "desc": "The avatar makes one oozing tentacle attack.",
                    "name": "Oozing Tentacle"
                },
                {
                    "desc": "The avatar uses Acid Wave, if it is available.",
                    "name": "Acid Wave (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.",
                    "name": "Absorbent"
                },
                {
                    "desc": "The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "If the avatar fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.",
                    "name": "Soothing Aura"
                },
                {
                    "desc": "The avatar's innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:\nAt will: acid splash (4d6), light, spare the dying, true strike\n3/day each: bless, blur, command, darkness, enthrall, shield\n2/day each: counterspell, dispel magic\n1/day each: black tentacles, confusion",
                    "name": "Innate Spellcasting (Psionics)"
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_avatar-of-shoth/"
        },
        {
            "slug": "dark-father",
            "desc": "",
            "name": "Dark Father",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+18",
            "speed": {
                "fly": 20,
                "hover": true,
                "walk": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Life Drain"
                },
                {
                    "desc": "The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.",
                    "name": "Final Curtain"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.",
                    "name": "Banish Hope"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dark father has disadvantage on melee attack rolls against any creature that has all of its hp.",
                    "name": "Death Waits"
                },
                {
                    "desc": "The dark father can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.",
                    "name": "None May Stop Death"
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_dark-father/"
        },
        {
            "slug": "fractal-golem",
            "desc": "",
            "name": "Fractal Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 8,
            "hit_dice": "1d10+3",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 1,
            "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,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "3d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.",
                    "name": "Slam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the golem is reduced to 0 hp, it explodes. Each creature within 5 feet of it, except for other fractal golems, must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) force damage and be pushed back 5 feet. Two duplicate fractal golems appear in the golem's space and the nearest unoccupied space, each with the same statistics as the original fractal golem, except one size smaller. When a Tiny duplicate of the golem is reduced to 0 hp, it explodes and doesn't duplicate. All duplicates act on the same initiative.",
                    "name": "Fractalize"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_fractal-golem/"
        },
        {
            "slug": "fulad-zereh",
            "desc": "",
            "name": "Fulad-Zereh",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "fly": 40,
                "walk": 40
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "insight": 6,
                "intimidation": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The demon makes two attacks: one with its barbed whip and one with its battleaxe.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.",
                    "name": "Barbed Whip"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "name": "Battleaxe"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.",
                    "name": "Petrifying Gaze"
                },
                {
                    "desc": "A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.",
                    "name": "Weeping Acid"
                }
            ],
            "spell_list": [],
            "page_no": 85,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_fulad-zereh/"
        },
        {
            "slug": "greater-rakshasa",
            "desc": "",
            "name": "Greater Rakshasa",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d8+68",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "insight": 8
            },
            "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Infernal",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The greater rakshasa makes two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+2",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.",
                    "name": "Claw"
                },
                {
                    "desc": "The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Harrowing Visions (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The greater rakshasa makes one claw attack.",
                    "name": "Claw Attack"
                },
                {
                    "desc": "The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.",
                    "name": "Misleading Escape (Costs 2 Actions)"
                },
                {
                    "desc": "The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.",
                    "name": "Cast a Spell (Costs 3 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.",
                    "name": "Limited Magic Immunity"
                },
                {
                    "desc": "When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.",
                    "name": "Puppet Master"
                },
                {
                    "desc": "The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 0,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_greater-rakshasa/"
        },
        {
            "slug": "gugalanna",
            "desc": "",
            "name": "Gugalanna",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 253,
            "hit_dice": "22d12+110",
            "speed": {
                "fly": 80,
                "walk": 60
            },
            "strength": 24,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 14,
                "insight": 12,
                "intimidation": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "understands all but can't speak, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "Gugalanna makes two attacks: one with its horns and one with its kick.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "5d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.",
                    "name": "Horns"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.",
                    "name": "Kick"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Gugalanna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Gugalanna regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "desc": "Gugalanna makes a kick attack.",
                    "name": "Kick"
                },
                {
                    "desc": "Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed.",
                    "name": "Rearing Stomp (Costs 2 Actions)"
                },
                {
                    "desc": "The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Blazing Sun Disc (Costs 2 Actions, Recharge 5-6)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Gugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Gugalanna has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Gugalanna's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "If Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action.",
                    "name": "Trampling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_gugalanna/"
        },
        {
            "slug": "horned-serpent",
            "desc": "",
            "name": "Horned Serpent",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "swim": 40,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "desc": "The horned serpent makes one gore attack and one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "4d6+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.",
                    "name": "Gore"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d10+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).",
                    "name": "Bite"
                },
                {
                    "desc": "The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.",
                    "name": "Gem Gaze (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The horned serpent can breathe air and water.",
                    "name": "Amphibious"
                },
                {
                    "desc": "Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.",
                    "name": "Corpse Cough"
                },
                {
                    "desc": "At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Poisonous Aura"
                },
                {
                    "desc": "The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.",
                    "name": "Shielded Mind"
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_horned-serpent/"
        },
        {
            "slug": "infernal-knight",
            "desc": "",
            "name": "Infernal Knight",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 247,
            "hit_dice": "26d8+130",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 24,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 21,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "athletics": 12,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "desc": "The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.",
                    "name": "Greatsword"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Hellfire Bolt"
                },
                {
                    "desc": "The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.",
                    "name": "Reave Soul (Recharge 5-6)"
                },
                {
                    "desc": "The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.",
                    "name": "Planar Rift (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.",
                    "name": "Faultless Tracker"
                },
                {
                    "desc": "The infernal knight has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The infernal knight's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.",
                    "name": "Regeneration"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_infernal-knight/"
        },
        {
            "slug": "mytholabe",
            "desc": "",
            "name": "Mytholabe",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 1,
            "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, radiant, thunder",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from magical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "passive Perception 13",
            "languages": "understands all but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.",
                    "name": "Heroic Jab"
                },
                {
                    "desc": "The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken.",
                    "name": "Purifying Resonance (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The mytholabe is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The mytholabe has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The mytholabe's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.",
                    "name": "Melodious Recharge"
                },
                {
                    "desc": "When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.",
                    "name": "Spanner in the Works"
                },
                {
                    "desc": "If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.",
                    "name": "Sentient Transformation"
                },
                {
                    "desc": "When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.",
                    "name": "Unbearable Scraping"
                },
                {
                    "desc": "The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.",
                    "name": "Innate Spellcasting (1/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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        }
    ]
}