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

GET /v1/monsters/?format=api&ordering=armor_desc&page=24
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_desc&page=25",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_desc&page=23",
    "results": [
        {
            "slug": "ratatosk",
            "desc": "_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._  \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks.  \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.  \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.",
            "name": "Ratatosk",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 42,
            "hit_dice": "12d4+12",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 4,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 17,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "deception": 6,
                "persuasion": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Celestial, Common; telepathy 100 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Divisive Chatter (recharge 5-6)",
                    "desc": "Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Desperate Lies",
                    "desc": "A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion"
                },
                {
                    "name": "Skitter",
                    "desc": "The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 319,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ratatosk/"
        },
        {
            "slug": "red-banded-line-spider",
            "desc": "_These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests._  \n**Hand-Sized Hunters.** These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs.  \n**Webbed Line.** Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws.  \n**City Dwellers.** Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.",
            "name": "Red-Banded Line Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Swingline",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.",
                    "attack_bonus": 5,
                    "damage_dice": "0"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_red-banded-line-spider/"
        },
        {
            "slug": "rotting-wind",
            "desc": "_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._  \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.  \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.  \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.  \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.",
            "name": "Rotting Wind",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this), passive Perception 10",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Wind of Decay",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point 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.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Befouling Presence",
                    "desc": "All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable."
                },
                {
                    "name": "Invisibility",
                    "desc": "The rotting wind is invisible as per a greater invisibility spell."
                }
            ],
            "spell_list": [],
            "page_no": 330,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rotting-wind/"
        },
        {
            "slug": "rum-gremlin",
            "desc": "",
            "name": "Rum Gremlin",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "walk": 20,
                "climb": 10,
                "swim": 10
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goblin makes one claw attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Aura of Drunkenness",
                    "desc": "A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The gremlin has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 239,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rum-gremlin/"
        },
        {
            "slug": "sandman",
            "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.",
            "name": "Sandman",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 40
            },
            "strength": 11,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Celestial, Giant, Infernal, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandman makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eye-Closer's Curse",
                    "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"
                },
                {
                    "name": "Stuff of Dreams",
                    "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."
                },
                {
                    "name": "Surprise Attack",
                    "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sandman/"
        },
        {
            "slug": "sarcophagus-slime",
            "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._  \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness.  \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.  \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.  \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.",
            "name": "Sarcophagus Slime",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Corrupting Gaze",
                    "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 336,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sarcophagus-slime/"
        },
        {
            "slug": "shadow-beast",
            "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Shadow Push (Recharge 5-6)",
                    "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shadow-beast/"
        },
        {
            "slug": "slow-storm",
            "desc": "_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._  \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain.  \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm.  \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack.  \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.",
            "name": "Slow Storm",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 20,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "lightning",
            "condition_immunities": "prone",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Common, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Static Shock (Recharge 5-6)",
                    "desc": "The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bone Wrack",
                    "desc": "When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning"
                },
                {
                    "name": "Storm Form",
                    "desc": "A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind."
                }
            ],
            "spell_list": [],
            "page_no": 353,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_slow-storm/"
        },
        {
            "slug": "sluagh-swarm",
            "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.",
            "name": "Sluagh Swarm",
            "size": "Medium",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.",
                    "attack_bonus": 5,
                    "damage_dice": "8d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage",
                    "desc": "They travel in swarms for a reason."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Shadowy Stealth",
                    "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sluagh-swarm/"
        },
        {
            "slug": "soul-eater",
            "desc": "_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._  \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them.  \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit.  \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.",
            "name": "Soul Eater",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 104,
            "hit_dice": "16d8+32",
            "speed": {
                "walk": 30,
                "fly": 100
            },
            "strength": 13,
            "dexterity": 22,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 3,
            "skills": {
                "intimidation": 3,
                "perception": 3,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Infernal",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The soul eater makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Soul Drain",
                    "desc": "If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Caster Link",
                    "desc": "When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer."
                },
                {
                    "name": "Find Target",
                    "desc": "When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name."
                }
            ],
            "spell_list": [],
            "page_no": 356,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_soul-eater/"
        },
        {
            "slug": "spectral-guardian",
            "desc": "_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._  \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away.  \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul.  \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.  \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.",
            "name": "Spectral Guardian",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spectral guardian makes two spectral rend attacks."
                },
                {
                    "name": "Spectral Rend",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The spectral guardian 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": "Tomb Bound",
                    "desc": "The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect."
                },
                {
                    "name": "Withering Miasma",
                    "desc": "A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest."
                },
                {
                    "name": "Variant: Arcane Guardian",
                    "desc": "some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold"
                }
            ],
            "spell_list": [],
            "page_no": 358,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spectral-guardian/"
        },
        {
            "slug": "stryx",
            "desc": "_Stryx are the result of mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don’t speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes._  \n**Strange Alchemy.** The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans.  \n**The Shadow’s Eyes.** Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.",
            "name": "Stryx",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "4d4",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 17,
            "constitution": 11,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Common, Elvish",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl."
                },
                {
                    "name": "Flyby",
                    "desc": "The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:\n\n3/day: comprehend languages"
                },
                {
                    "name": "Keen Hearing and Sight",
                    "desc": "The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight."
                }
            ],
            "spell_list": [],
            "page_no": 369,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_stryx/"
        },
        {
            "slug": "suturefly",
            "desc": "_These darting creatures resemble dragonflies, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along their bodies._  \n**Sew Mouths Shut.** Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender’s mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets.  \nAdventurers see a suturefly’s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious children whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization.  \n**Seek Out Curses.** Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black‑banded sutureflies, for instance, detect curses and religious blasphemies.  \nWhen attacking, sutureflies dart from hiding to gain surprise. Once they sew someone’s mouth closed, they target the same victim’s nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents’ mouths, eyes and noses closed or until they’re destroyed.",
            "name": "Suturefly",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 7,
            "hit_dice": "3d4",
            "speed": {
                "hover": true,
                "walk": 10,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 19,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Sew",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Detect Blasphemy",
                    "desc": "The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 372,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_suturefly/"
        },
        {
            "slug": "swamp-adder",
            "desc": "_A vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body, the swamp adder is a stout, somewhat lethargic hunter._  \n_**Marsh Hunter.**_ This venomous snake—sometimes known as the “speckled band”—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings.  \n_**Bred for Venom.**_ The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, though it may grow up to 12 feet long and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more on the black market.",
            "name": "Swamp Adder",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 30
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swamp Camouflage",
                    "desc": "The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_swamp-adder/"
        },
        {
            "slug": "thuellai",
            "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._  \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.  \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature.  \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.  \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.",
            "name": "Thuellai",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 149,
            "hit_dice": "13d12+65",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 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": 4,
            "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": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thuellai makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Freezing Breath (Recharge 5-6)",
                    "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw."
                },
                {
                    "name": "Algid Aura",
                    "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn."
                },
                {
                    "name": "Howl of the Maddening Wind (3/day)",
                    "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one"
                },
                {
                    "name": "Blizzard (1/Day)",
                    "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Mastery",
                    "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai."
                },
                {
                    "name": "Snow Vision",
                    "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness."
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_thuellai/"
        },
        {
            "slug": "tosculi-drone",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi drones are the workers of the tosculi hive; the smallest, weakest, least intelligent, and most abundant of the wasp folk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs. A drone stands between 3 and 4 feet tall, and weighs around 50 lb. They have only vestigial wings, so they can glide but not truly fly.  \n**One-Way Scouts.** Drones function primarily as menial workers but, during time of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows (thanks to the hive-queen), a drone doesn’t need to survive its scouting mission to deliver useful information.",
            "name": "Tosculi Drone",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "4d6+8",
            "speed": {
                "walk": 20
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Tosculi",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Gliding Wings",
                    "desc": "The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."
                },
                {
                    "name": "Skittering",
                    "desc": "Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tosculi-drone/"
        },
        {
            "slug": "tosculi-hive-queen",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.",
            "name": "Tosculi Hive-Queen",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 17,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Gnoll, Infernal, Tosculi",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hive-queen makes four scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 12,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Glitter Dust",
                    "desc": "The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Implant Egg",
                    "desc": "The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The hive-queen can take 3 legendary actions, choosing from the options below. Only one 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 its turn.",
            "legendary_actions": [
                {
                    "name": "Flight",
                    "desc": "The hive-queen flies up to half its flying speed."
                },
                {
                    "name": "Stinger Attack",
                    "desc": "The hive-queen makes one stinger attack."
                },
                {
                    "name": "Glitter Dust (Costs 2 Actions)",
                    "desc": "The hive-queen uses Glitter Dust."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the hive-queen fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Hive Mind",
                    "desc": "The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."
                },
                {
                    "name": "Hive Queen Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."
                }
            ],
            "spell_list": [],
            "page_no": 385,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tosculi-hive-queen/"
        },
        {
            "slug": "tosculi-warrior",
            "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hivequeen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds.  \n**Host Finders.** The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host.",
            "name": "Tosculi Warrior",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d6+27",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Tosculi",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tosculi warrior makes one bite attack, one claws attack, and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Prepare Host",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)",
                    "attack_bonus": 7,
                    "damage_dice": "2d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Skittering",
                    "desc": "Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_tosculi-warrior/"
        },
        {
            "slug": "umbral-vampire",
            "desc": "",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Umbral Grasp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"
                },
                {
                    "name": "Shadow Blend",
                    "desc": "When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."
                },
                {
                    "name": "Strike from Shadow",
                    "desc": "The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_umbral-vampire/"
        },
        {
            "slug": "vila",
            "desc": "_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._  \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests.  \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night.  \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.",
            "name": "Vila",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "insight": 5,
                "intimidation": 6,
                "perception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Sylvan, telepathy 60 ft. (beasts only)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A vila makes two shortsword attacks or two shortbow attacks."
                },
                {
                    "name": "+1 Shortsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "+1 Shortbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Fascinate (1/Day)",
                    "desc": "When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours."
                },
                {
                    "name": "Forest Song (1/Day)",
                    "desc": "The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dance of the Luckless (1/Day)",
                    "desc": "Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken."
                },
                {
                    "name": "Forest Quickness",
                    "desc": "While in forest surroundings, a vila receives a +4 bonus on initiative checks."
                },
                {
                    "name": "Forest Meld",
                    "desc": "A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather"
                }
            ],
            "spell_list": [],
            "page_no": 400,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vila/"
        },
        {
            "slug": "voidling",
            "desc": "_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.",
            "name": "Voidling",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "20d10",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 50
            },
            "strength": 15,
            "dexterity": 22,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "exhaustion, petrified, prone",
            "senses": "truesight 60 ft., passive Perception 13",
            "languages": "telepathy 60 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The voidling makes 4 tendril attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.",
                    "attack_bonus": 10,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Necrotic Burst (Recharge 5-6)",
                    "desc": "The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fed by Darkness",
                    "desc": "A voidling in magical darkness at the start of its turn heals 5 hit points."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"
                },
                {
                    "name": "Natural Invisibility",
                    "desc": "A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 404,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_voidling/"
        },
        {
            "slug": "wampus-cat",
            "desc": "_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.",
            "name": "Wampus Cat",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 40,
                "climb": 20,
                "swim": 20
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Yowl (Recharge 5-6)",
                    "desc": "Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Focused Animosity",
                    "desc": "The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wampus cat has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wampus-cat/"
        },
        {
            "slug": "wharfling",
            "desc": "_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.",
            "name": "Wharfling",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 6,
            "hit_dice": "4d4 - 4",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 407,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wharfling/"
        },
        {
            "slug": "witchlight",
            "desc": "_This tiny ball of bright light seems to emanate from a crystalline center._  \n**Wizard Servants.** Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure.  \n**Flashing Light Code.** A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word.  \n**Free Roaming.** If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights.  \nEvil witchlights can be surprisingly cruel, not unlike will-o’wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff ” is just an impressivelooking stick with a witchlight perched on top.  \n**Constructed Nature.** A witchlight doesn’t require air, food, drink, or sleep.",
            "name": "Witchlight",
            "size": "Tiny",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "4d4",
            "speed": {
                "fly": 50
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, radiant",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands the language of its creator but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Light Ray",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flash (Recharge 5-6)",
                    "desc": "The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dispel Magic Weakness",
                    "desc": "Casting dispel magic on a witchlight paralyzes it for 1d10 rounds."
                },
                {
                    "name": "Luminance",
                    "desc": "A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Thin As Light",
                    "desc": "While a witchlight is not incorporeal, it can pass through any opening that light can."
                }
            ],
            "spell_list": [],
            "page_no": 409,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_witchlight/"
        },
        {
            "slug": "wyrmling-wind-dragon",
            "desc": "",
            "name": "Wyrmling Wind Dragon",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "charmed, exhausted, paralyzed",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Draconic, Primordial",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Breath of Gales (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 131,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wyrmling-wind-dragon/"
        },
        {
            "slug": "accurseddefiler-tob1-2023",
            "desc": "False",
            "name": "Accursed Defiler",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 75,
            "hit_dice": "10d8 + 30",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands an ancient language but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The accursed defiler makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of exhaustion."
                },
                {
                    "name": "Sandslash (Recharge 5-6)",
                    "desc": "The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Cursed Existence",
                    "desc": "When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the bless spell, the accursed defiler reforms at the next sundown 1d100 miles away from where it died in a random direction."
                },
                {
                    "name": "Sand Shroud",
                    "desc": "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom (Survival) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The accursed defiler doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 12,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_accursed-defiler/"
        },
        {
            "slug": "alehousedrake-tob1-2023",
            "desc": "False",
            "name": "Alehouse Drake",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "10d4 + 20",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Deception": 5,
                "Insight": 3,
                "Persuasion": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."
                },
                {
                    "name": "Discombobulating Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 13 Charisma saving throw or be discombobulated until the end of its next turn. A discombobulated creature is incapacitated, and when it moves, it moves in a random direction."
                },
                {
                    "name": "Mocking Chortle",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 7 (1d8 + 3) psychic damage."
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The drake uses one of the following breath weapons."
                },
                {
                    "name": "Dazing Breath",
                    "desc": "The alehouse drake exhales sweet-smelling gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Charisma saving throw or become incapacitated for 1 minute. While incapacitated, the creature is indifferent about creatures that it is hostile toward within 50 feet of the drake. If the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed, it is no longer indifferent but remains incapacitated. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Intoxicating Breath",
                    "desc": "The alehouse drake burps intoxicating gas in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 138,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_alehouse-drake/"
        },
        {
            "slug": "anubian-tob1-2023",
            "desc": "False",
            "name": "Anubian",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8 + 8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11",
            "languages": "Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The anubian makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."
                },
                {
                    "name": "Haboob (1/Day)",
                    "desc": "A 30-foot-tall cylinder of sand forms in the anubian's space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a DC 13 Strength saving throw or be restrained by the storm. While restrained, the creature takes 3 (1d6) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the restrained creature, can use its action to free the restrained creature by succeeding on a DC 13 Strength check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sand Step",
                    "desc": "The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide. The anubian can't use Sand Step while Haboob is active."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The anubian doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Sand Camouflage",
                    "desc": "The anubian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."
                },
                {
                    "name": "Sand Form",
                    "desc": "The anubian can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 23,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "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_anubian/"
        },
        {
            "slug": "aridni-tob1-2023",
            "desc": "False",
            "name": "Aridni",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 9,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Acrobatics": 11,
                "Perception": 3,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Gnoll, Sylvan, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aridni makes three Shortsword or Pixie Bow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage."
                },
                {
                    "name": "Pixie Bow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 10 (2d4 + 5) piercing damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, detect magic, invisibility\n3/day each: charm person, faerie fire\n1/day: spike growth"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enchanted Arrows",
                    "desc": "The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:"
                },
                {
                    "name": "Confusion",
                    "desc": "The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell."
                },
                {
                    "name": "Fear",
                    "desc": "The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route."
                },
                {
                    "name": "Laughter",
                    "desc": "The target falls prone and is incapacitated with laughter until the end of its next turn."
                },
                {
                    "name": "Sleep",
                    "desc": "The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n\n\n\nAridni in Midgard"
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aridni has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 25,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_aridni/"
        },
        {
            "slug": "ashwalker-tob1-2023",
            "desc": "False",
            "name": "Ashwalker",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) damage of the type noted in the ashwalker's Breath Born trait."
                },
                {
                    "name": "Draconic Breath (Recharge 6)",
                    "desc": "The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 14 (4d6) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Breath Born",
                    "desc": "The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)."
                },
                {
                    "name": "Burst of Breath",
                    "desc": "A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage of the type noted in its Breath Born trait."
                },
                {
                    "name": "Last Breath",
                    "desc": "The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being grappled or restrained. At the end of the ashwalker's next turn, it is destroyed."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The ashwalker doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ashwalker/"
        },
        {
            "slug": "azzagremlin-tob1-2023",
            "desc": "False",
            "name": "Azza Gremlin",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 40,
                "fly": 10
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Lightning Jolt",
                    "desc": "Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 6 (1d6 + 3) lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be affected by Contagious Lightning."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Ride the Bolt",
                    "desc": "The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Contagious Lightning",
                    "desc": "A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_azza-gremlin/"
        },
        {
            "slug": "bastettemplecat-tob1-2023",
            "desc": "False",
            "name": "Bastet Temple Cat",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 40,
            "hit_dice": "9d6 + 9",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 19,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The temple cat makes one Bite attack and one Claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage."
                },
                {
                    "name": "Fascinating Purr",
                    "desc": "The temple cat purrs loudly at a Humanoid it can see within 30 feet of it and that can hear it. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target is incapacitated and must move on its turn toward the cat by the most direct route, trying to get within 5 feet of the cat and pet or hold it. The target doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cat, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Purr for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The temple cat casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: guidance\n3/day each: charm person, cure wounds\n1/day: enhance ability (only Cat's Grace)"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The temple cat has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Priestly Purr",
                    "desc": "When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet of it, that spellcaster can choose two 1st-level spells and one 2nd-level spell that it is able to cast and imbue the temple cat with the spells. The spellcaster doesn't expend spell slots to imbue the cat in this way. The cat can be imbued with no more than three spells at a time. The cat can use the Spellcasting action to cast each spell once, requiring no material components. Once the spells are expended, the temple cat must finish a long rest before it can be imbued with spells again."
                }
            ],
            "spell_list": [],
            "page_no": 32,
            "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_bastet-temple-cat/"
        },
        {
            "slug": "beggarghoul-tob1-2023",
            "desc": "False",
            "name": "Beggar Ghoul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 13,
            "hit_dice": "3d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hungry Dead Nature",
                    "desc": "The ghoul requires no air or sleep."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The beggar ghoul has advantage on attack rolls against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Savage Hunger",
                    "desc": "Its Bite attack is a critical hit if the beggar ghoul bites a creature it has surprised."
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "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_beggar-ghoul/"
        },
        {
            "slug": "bereginyas-tob1-2023",
            "desc": "False",
            "name": "Bereginyas",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 81,
            "hit_dice": "18d4 + 36",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "bludgeoning",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bereginyas makes two Claw attacks. If both attacks hit the same target, the bereginyas attaches to the target. While attached, the bereginyas can use only the Smother action, and it moves with the target whenever the target moves, requiring none of the bereginyas's movement. The bereginyas can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bereginyas by succeeding on a DC 14 Strength check."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) poison damage."
                },
                {
                    "name": "Smother",
                    "desc": "While attached to a creature that isn't a Construct or Undead, the bereginyas extends a tendril of poisonous gas down the creature's throat. The creature must make a DC 14 Constitution saving throw. On a failure, it takes 22 (5d8) poison damage, immediately runs out of breath, and begins suffocating. On a success, it takes half the damage, doesn't run out of breath, and isn't suffocating. Suffocation ends if the creature dies, if the bereginyas is removed from the creature, or if the bereginyas is killed. A suffocating creature that fails this saving throw reduces its remaining rounds of breath by 1."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Foul Form",
                    "desc": "The bereginyas's semi-solid form emits poisonous gases. Any creature that starts its turn within 5 feet of the bereginyas must succeed on a DC 14 Constitution saving throw or be poisoned. A creature that succeeds on this saving throw by 5 or more is immune to the bereginyas's Foul Form for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 36,
            "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_bereginyas/"
        },
        {
            "slug": "boloti-tob1-2023",
            "desc": "False",
            "name": "Boloti",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "10d4 + 20",
            "speed": {
                "walk": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Primordial, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger (True Form Only)",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage."
                },
                {
                    "name": "Whirlpool (Vortex Form Only)",
                    "desc": "One creature in the boloti's space must make a DC 12 Strength saving throw. On a failure, the target takes 9 (2d8) bludgeoning damage, and if it is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target takes half the damage and is pushed out of the boloti's space."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(True Form Only)The boloti casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 11):\nAt will: water breathing, water walk\n3/day each: create or destroy water, fog cloud, sleep\n1/day: control water"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Vortex Form",
                    "desc": "The boloti magically transforms into a Small vortex of swirling, churning water or back into its true form, which is Fey. The boloti can transform into its vortex form only while at least half of its body is submerged in water, and any creature it is grappling with Whirlpool is freed if the boloti transforms back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The boloti can breathe air and water."
                },
                {
                    "name": "Water Camouflage",
                    "desc": "The boloti has advantage on Dexterity (Stealth) checks made to hide while at least half of its body is submerged in water."
                },
                {
                    "name": "Water Mastery",
                    "desc": "A boloti has advantage on attack rolls if both it and its target are touching the same body of water. If the target and the boloti are both on dry ground, the boloti has disadvantage on attack rolls."
                },
                {
                    "name": "Watery Body (Vortex Form Only)",
                    "desc": "The boloti can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the boloti's space must succeed on a DC 12 Strength saving throw or take 4 (1d8) bludgeoning damage as it is buffeted by the swirl of water."
                }
            ],
            "spell_list": [],
            "page_no": 38,
            "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_boloti/"
        },
        {
            "slug": "burrowling-tob1-2023",
            "desc": "False",
            "name": "Burrowling",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 27,
            "hit_dice": "6d6 + 6",
            "speed": {
                "walk": 10,
                "burrow": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The burrowling makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."
                },
                {
                    "name": "Sling",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burrow Awareness",
                    "desc": "A burrowling has advantage on Wisdom (Perception) checks if at least one other burrowling within 10 feet of it isn't incapacitated."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The burrowling has advantage on attack rolls against a creature if at least one of the burrowling's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 47,
            "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_burrowling/"
        },
        {
            "slug": "chernomoi-tob1-2023",
            "desc": "False",
            "name": "Chernomoi",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 32,
            "hit_dice": "5d4 + 20",
            "speed": {
                "walk": 20,
                "fly": 20
            },
            "strength": 9,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Acrobatics": 6,
                "Perception": 2,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."
                },
                {
                    "name": "Shriek (Recharge 5-6)",
                    "desc": "The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: detect magic, mage hand, mending, message, prestidigitation\n1/day each: detect poison and disease, dimension door"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 54,
            "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_chernomoi/"
        },
        {
            "slug": "childofthebriar-tob1-2023",
            "desc": "False",
            "name": "Child of the Briar",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 50,
            "hit_dice": "20d4",
            "speed": {
                "walk": 10
            },
            "strength": 6,
            "dexterity": 17,
            "constitution": 11,
            "intelligence": 13,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Briarclick, Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The child of the briar makes two Claw attacks. If both attacks hit a Medium or smaller creature, the target is grappled (escape DC 13). At the start of each of the grappled creature's turns, it takes 2 (1d4) piercing damage. The child of the briar can have only one target grappled at a time."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Spitdart Tongue (Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage."
                },
                {
                    "name": "Entangle",
                    "desc": "While within 10 feet of at least one other child of the briar, this child can cast the entangle spell (spell save DC 13). Each friendly child of the briar within 30 feet of this child can use its reaction to join the casting. For each child beyond the first participating in the casting, the save DC increases by 1, to a maximum of DC 17, and the size increases by 5 feet, to a maximum of a 40-foot square. The entangled area must include at least one of the children involved in the casting. All participating children of the briar are immune to the spell's effects."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 55,
            "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_child-of-the-briar/"
        },
        {
            "slug": "cikavak-tob1-2023",
            "desc": "False",
            "name": "Cikavak",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 17,
            "hit_dice": "7d4",
            "speed": {
                "walk": 40,
                "fly": 10
            },
            "strength": 4,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, poison",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                },
                {
                    "name": "Silencing Squawk (Recharge 6)",
                    "desc": "The cikavak lets out a magical squawk in a 30-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or be deafened and unable to speak 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."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Limited Telepathy",
                    "desc": "The cikavak can magically communicate simple ideas, emotions, and images telepathically with any creature that touches it and that can understand a language."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The cikavak can communicate with Beasts as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 57,
            "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_cikavak/"
        },
        {
            "slug": "clockworkhound-tob1-2023",
            "desc": "False",
            "name": "Clockwork Hound",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 71,
            "hit_dice": "11d8 + 22",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Athletics": 7,
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage."
                },
                {
                    "name": "Tripping Tongue",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The clockwork hound doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Diligent Tracker",
                    "desc": "The clockwork hound has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent or that are made to find a creature."
                },
                {
                    "name": "Explosive Core",
                    "desc": "The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork hound is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork hound has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "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_clockwork-hound/"
        },
        {
            "slug": "dau-tob1-2023",
            "desc": "False",
            "name": "Dau",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 49,
            "hit_dice": "9d6 + 18",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 7,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Deception": 5,
                "Insight": 5,
                "Perception": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Deep Speech, Primordial, Sylvan, telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dau makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hp equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The dau casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: detect thoughts, minor illusion\n3/day each: invisibility, major image\n1/day each: programmed illusion, project image"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Mirror Dodge",
                    "desc": "When a creature the dau can see within 30 feet of it attacks the dau or targets it with a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space that it can see within 30 feet. The dau isn't affected by the attack or spell, and the illusory duplicate is destroyed."
                },
                {
                    "name": "Tangible Illusion (1/Day)",
                    "desc": "When the dau casts a spell that creates an illusion of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but it doesn't have any of the object's magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The dau has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 69,
            "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_dau/"
        },
        {
            "slug": "deathwisp-tob1-2023",
            "desc": "False",
            "name": "Deathwisp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 60
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "the languages it knew in life",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack."
                },
                {
                    "name": "Ghostly Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 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": "Create Specter",
                    "desc": "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flicker",
                    "desc": "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The deathwisp doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "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_deathwisp/"
        },
        {
            "slug": "doppelrat-tob1-2023",
            "desc": "False",
            "name": "Doppelrat",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "10d4 + 20",
            "speed": {
                "walk": 15
            },
            "strength": 2,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the horrific doppeling disease (see the Horrific Doppeling trait)."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Doubling",
                    "desc": "While in combat, at the start of each of its turns, the doppelrat rapidly creates duplicates of itself as an automatic defense mechanism. These duplicates immediately form into a swarm of rats in the doppelrat's space, acting as allies of the doppelrat and obeying its body language commands. The swarm acts on the doppelrat's turn, and the doppelrat can use its reaction to move up to its speed with the swarm, provided it is in the swarm's space when the swarm moves. The swarm remains for 1 minute, until the doppelrat dies, or until the doppelrat dismisses it as a bonus action. The doppelrat can have no more than two swarms of rats under its control at a time."
                },
                {
                    "name": "Hidden Original",
                    "desc": "While the doppelrat is in the space of a swarm it created with Arcane Doubling, it is indiscernible from the other rats and has total cover. A creature must take an action to visually inspect the swarm and succeed on a DC 15 Intelligence (Investigation) check to find the doppelrat among its duplicates. Once a creature succeeds on this check, the doppelrat loses total cover against attacks and spells from that creature and that creature's allies until the doppelrat starts its turn in the same space as one of its swarms."
                },
                {
                    "name": "Horrific Doppeling",
                    "desc": "Characterized by the growing and sloughing off of tumors shaped like the infected creature, horrific doppeling is a disease that infects creatures attacked by doppelrats. Until the disease is cured, the creature is poisoned. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw or shed a tumor that looks like a Tiny version of itself. Though disturbing, the tumor is merely a mass of shed skin and fat that decays as normal. The disease is cured after the creature succeeds on two saving throws."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The doppelrat has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 109,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_doppelrat/"
        },
        {
            "slug": "fetalsavant-tob1-2023",
            "desc": "False",
            "name": "Fetal Savant",
            "size": "Tiny",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 32,
            "hit_dice": "13d4",
            "speed": {
                "walk": 10
            },
            "strength": 5,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 7,
            "perception": 13,
            "skills": {
                "Perception": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Dwarvish, telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fetal savant makes two Psychic Burst attacks."
                },
                {
                    "name": "Psychic Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) psychic damage."
                },
                {
                    "name": "Soul Exchange (Recharge 6)",
                    "desc": "The savant exchanges its soul with one Humanoid it can see within 20 feet of it. Its body becomes paralyzed, the target's soul inhabits the savant's paralyzed body, and the savant inhabits the target's body, taking full control of it. The savant retains its alignment, its Intelligence, Wisdom, and Charisma scores, its Psychic Burst action, and its immunity to being charmed and frightened. It otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Enchanted Cage",
                    "desc": "The savant is immune to damage and can't be the target of spells or effects as long as its cage exists. The cage has a flying speed of 30 feet while the savant is inside of it, moving at the mental command of the savant. When the cage is destroyed, the savant floats gently to the ground. The cage has AC 19, 75 hp, and is immune to piercing, poison, and psychic damage. A non-derro that touches the cage or hits it with a melee weapon attack while within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of its next turn. The cage disintegrates if exposed to sunlight for 1 hour."
                },
                {
                    "name": "Maddening Babble",
                    "desc": "The savant constantly babbles eldritch nonsense while it can see any non-derro creatures and isn't incapacitated. Each non-derro creature that starts its turn within 20 feet of the savant and can hear the babbling must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn."
                },
                {
                    "name": "Sunlight Hypersensitivity",
                    "desc": "The savant takes 20 radiant damage when it starts its turn outside the cage and in sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 88,
            "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_fetal-savant/"
        },
        {
            "slug": "firegeist-tob1-2023",
            "desc": "False",
            "name": "Firegeist",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 40
            },
            "strength": 7,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 4,
            "wisdom": 16,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Ignan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Burning Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a flammable object, it ignites. If the target is a creature, the target must succeed on a DC 13 Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Burning Terror (Recharge 5-6)",
                    "desc": "The firegeist assaults the mind of one creature it can see within 30 feet of it with the painful, humiliating memory of the firegeist's first death. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 14 (4d6) fire damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. While frightened, the creature takes 3 (1d6) fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The firegeist doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Hide By Firelight",
                    "desc": "The firegeist has advantage on Dexterity (Stealth) checks made to hide in fire or in areas lit by nonmagical fire."
                },
                {
                    "name": "Magical Light Sensitivity",
                    "desc": "While in an area of light created by a spell or other magical effect, the firegeist has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Variable Illumination",
                    "desc": "The firegeist sheds dim light in a 5- to 20-foot radius. It can alter the radius as a bonus action."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "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_firegeist/"
        },
        {
            "slug": "ghostwalkspider-tob1-2023",
            "desc": "False",
            "name": "Ghostwalk Spider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d10 + 42",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 60 ft., passive Perception 16",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way."
                },
                {
                    "name": "Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: The target is restrained by invisible webbing. While restrained in this way, the target is invisible. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ghostwalk",
                    "desc": "The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled, paralyzed, petrified, and restrained conditions."
                },
                {
                    "name": "Incorporeal Movement (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "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_ghostwalk-spider/"
        },
        {
            "slug": "graythirster-tob1-2023",
            "desc": "False",
            "name": "Gray Thirster",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 52,
            "hit_dice": "8d8 + 16",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gray thirster makes two Claw attacks, or it makes one Claw attack and one Withering Turban attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."
                },
                {
                    "name": "Withering Turban",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. The target has disadvantage on this saving throw if it failed the saving throw against the thirster's Thirst Aura. This reduction lasts until the target finishes a long rest with no levels of exhaustion. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Drought (1/Day)",
                    "desc": "The gray thirster draws the moisture from containers and creatures around it. Nonmagical water and other liquids within 20 feet of the thirster that aren't being worn or carried turn to dust. Each creature within 20 feet of the thirster that isn't a Construct or Undead must make a DC 12 Constitution saving throw. On a failure, a creature takes 9 (2d8) necrotic damage and up to 5 gallons of nonmagical liquid it is wearing or carrying turn to dust. On a success, a creature takes half the damage, and nonmagical liquids it is wearing or carrying don't turn to dust. Plants, Oozes, creatures with the Amphibious or Water Breathing trait, and creatures made mostly of water, such as water elementals or steam mephits, have disadvantage on the saving throw."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Thirst Aura",
                    "desc": "A creature that starts its turn within 30 feet of the gray thirster must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion. On a successful saving throw, the creature is immune to the gray thirster's Thirst Aura for the next 24 hours."
                },
                {
                    "name": "Thirsting Dead Nature",
                    "desc": "The gray thirster doesn't require air, food, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "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_gray-thirster/"
        },
        {
            "slug": "greyfur-tob1-2023",
            "desc": "False",
            "name": "Greyfur",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 67,
            "hit_dice": "15d6 + 15",
            "speed": {
                "walk": 20
            },
            "strength": 9,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 16,
            "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": {
                "Acrobatics": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Lemurfolk",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Greyfur's Staff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\nAt will: light, mage hand, prestidigitation\n3/day each: color spray, sleep"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Glide",
                    "desc": "The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "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_greyfur/"
        },
        {
            "slug": "haugbui-tob1-2023",
            "desc": "False",
            "name": "Haugbui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 153,
            "hit_dice": "18d8 + 72",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "Arcana": 7,
                "History": 7,
                "Intimidation": 8,
                "Perception": 10,
                "Religion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "the languages it knew in life, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Psychic Blast",
                    "desc": "Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage."
                },
                {
                    "name": "Invisibility",
                    "desc": "The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\nAt will: dancing lights, mending, purify food and drink, spare the dying\n3/day each: gust of wind, telekinesis\n1/day each: dispel magic, remove curse"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sepulchral Scrying (Recharge 6)",
                    "desc": "While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14)."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The haugbui 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": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The haugbui has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The hangbui doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "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_haugbui/"
        },
        {
            "slug": "inkdevil-tob1-2023",
            "desc": "False",
            "name": "Ink Devil",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d6 + 12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Arcana": 9,
                "Deception": 6,
                "History": 9,
                "Stealth": 6
            },
            "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 120 ft., passive Perception 9",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage."
                },
                {
                    "name": "Devil's Ink",
                    "desc": "Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) poison damage, and the target must succeed on a DC 13 Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils."
                },
                {
                    "name": "Corrupt Scroll",
                    "desc": "The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a DC 13 Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic)."
                },
                {
                    "name": "Invisibility",
                    "desc": "The ink devil magically turns invisible until it attacks or uses Disrupt Concentration, or until its concentration ends (as if concentrating on a spell). Any equipment the ink devil wears or carries is invisible with it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: detect magic, illusory script (as an action)\n1/day: glyph of warding"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Disrupt Concentration",
                    "desc": "One spellcaster concentrating on a spell within 30 feet of the ink devil that the devil can see must succeed on a DC 13 Wisdom saving throw or lose concentration on the spell."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the ink devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ink devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "environments": [],
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            "document__title": "Tome of Beasts 2023",
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