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=8
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=9",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_desc&page=7",
    "results": [
        {
            "slug": "fleshspurned",
            "desc": "This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity._  \n**Ghosts with Teeth.** A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm. These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of Open Game License",
            "name": "Fleshspurned",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Phantasmal Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature other than a construct or an undead, it must succeed on a DC 14 Constitution saving throw or become ghostly for 1 minute. While ghostly, it has the Incorporeal Movement trait and is susceptible to the fleshspurned's Ghost Eater trait. The creature can repeat the saving throw at the end of each of its turns, ending the ghostly effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Chatter",
                    "desc": "The fleshspurned clashes its oversized teeth together to create a clattering din. Each creature within 30 feet of the fleshspurned must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute. While confused, a creature acts as if under the effects of the confusion spell. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the target is immune to the fleshspurned's Chatter for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghost Eater",
                    "desc": "The fleshspurned has advantage on attack rolls against ghosts, wraiths, and other undead with the Incorporeal Movement trait, and such creatures aren't immune to the necrotic damage dealt by the fleshspurned's bite. When the fleshspurned kills one of these creatures, the fleshspurned gains temporary hp equal to double the creature's challenge rating (minimum of 1)."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The fleshspurned can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. A fleshspurned can't move through other creatures with the Incorporeal Movement trait."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fleshspurned/"
        },
        {
            "slug": "flithidir",
            "desc": "The gnome-like creature flutters from tree to tree, sporting colorful, avian features._  \n**Avian Fey.** Flithidirs are small fey that embody the bright, chaotic nature of birds. They are slender and keen-eyed with feathery crests and feathered wings. Flithidirs are creatures of contrasts—loud and lively, yet prone to moments of calm wonder; bold and cocky, yet easily startled; able to sing with breathtaking beauty or confuse their foes with earsplitting noise.  \n**Shapeshifters.** Flithidirs are shapeshifters, able to change into birds or smaller humanoids, and they favor colorful clothes and adornments, even while shapeshifted. Relentlessly curious, flithidirs often take the form of a bird when they encounter strangers, quietly following and studying the creatures. If the strangers are deemed safe and intriguing, the flithidir approaches in a humanoid form to get better acquainted.  \n**Easily Bored.** Flithidirs tirelessly seek out new things. Some desire new experiences—songs and stories, unusual foods, and sudden discoveries—while others are more covetous, ceaselessly collecting objects they find interesting. Sometimes this greed manifests as a magpie-like desire for shiny things, but a flithidir is also just as likely to be fascinated by items of a certain shape, texture, or color. When a flithidir encounters someone who possesses a thing it wants, it may offer something in exchange— usually a splendid song or acrobatic display—or it may simply request the item with great charm, reacting with frustration or rage if the object is denied to it.",
            "name": "Flithidir",
            "size": "Small",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 27,
            "hit_dice": "6d6+6",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3,
                "performance": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Auran, Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The flithidir makes two melee attacks."
                },
                {
                    "name": "Dagger (Humanoid or Fey Form Only)",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Beak (Bird Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Mocking Retort",
                    "desc": "When a creature the flithidir can see misses it with an attack, the flithidir can cast vicious mockery at the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cacophony",
                    "desc": "If three or more flithidirs are within 15 feet of each other, they can use their reactions to start a cacophony. Each creature that starts its turn within 30 feet of one of the flithidirs and that can hear the cacophony must succeed on a DC 10 Constitution saving throw or have disadvantage on its next attack roll or ability check. The DC increases by 1 for each flithidir participating in the cacophony to a maximum of DC 16. To join or maintain an existing cacophony, a flithidir must use its bonus action on its turn and end its turn within 15 feet of another flithidir participating in the cacophony. The cacophony ends when less than three flithidir maintain it. A flithidir can still speak and cast spells with verbal components while participating in a cacophony."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The flithidir can use its action to polymorph into a Small humanoid, into a Small or smaller bird, or back into its true fey form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. No matter the form, it always has bright or multicolored hair, fur, scales, or feathers. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The flithidir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.\nAt will: minor illusion (auditory only), vicious mockery\n1/day each: charm person, enthrall"
                }
            ],
            "spell_list": [],
            "page_no": 154,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_flithidir/"
        },
        {
            "slug": "forest-falcon",
            "desc": "A forest falcon is a large, swift raptor adapted to agile flight through dense canopy rather than bursts of speed in open air. It prefers a high perch, watching for movement from prey on the forest floor. The falcon strikes in a diving ambush and can even run down prey on foot.",
            "name": "Forest Falcon",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 13,
            "hit_dice": "3d6+3",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Falcon Dive",
                    "desc": "If the falcon is flying and dives at least 20 feet straight toward a target, it has advantage on the next attack roll it makes against that target before the end of its turn. If the attack hits, it deals an extra 2 (1d4) damage to the target."
                },
                {
                    "name": "Keen Sight",
                    "desc": "The falcon has advantage on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_forest-falcon/"
        },
        {
            "slug": "fragrant-one",
            "desc": "A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. Long antennae wave atop its bald head as its languid blue eyes observe its surroundings._  \n**Fairytale Fey.** A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions.  \n**Safety in Numbers.** Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.",
            "name": "Fragrant One",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "13d6",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 7,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "deception": 8,
                "insight": 4,
                "perception": 4,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Sylvan, telepathy 60 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Phrenic Antennae",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interpose Ally",
                    "desc": "When a creature the fragrant one can see targets it with an attack, the fragrant one can force a charmed ally within 5 feet of it to move between it and the attack. The charmed ally becomes the target of the attack instead. If the charmed ally takes damage from this attack, it can immediately repeat the Fragrant Aura's saving throw, ending the charmed condition on itself on a success."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fragrant Aura",
                    "desc": "The fragrant one emits a cloud of sweet-smelling pheromones within 20 feet of it. A giant, humanoid, or beast that starts its turn inside the aura must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a creature fails the saving throw three times in 1 hour, it is charmed for 1 day and obeys the fragrant one's verbal or telepathic commands. If the creature suffers harm from the fragrant one or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.\n\nThe fragrant one can have no more than six creatures charmed at a time. The fragrant one can end its charm on a creature at any time (no action required). If the fragrant one has six creatures charmed and a seventh creature fails its saving throw, the fragrant one can choose to release its charm on another creature to replace it with the new creature or to have the new creature unaffected by the aura."
                },
                {
                    "name": "Strength in Numbers",
                    "desc": "The fragrant one grows more powerful when it has charmed allies. For each charmed ally within 20 feet of it, the fragrant one gains 5 temporary hit points, its Armor Class increases by 1, and it deals an extra 2 (1d4) psychic damage when it hits with any attack. Temporary hp gained from this trait replenish every 1 minute."
                }
            ],
            "spell_list": [],
            "page_no": 156,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fragrant-one/"
        },
        {
            "slug": "garlicle",
            "desc": "The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons._  \n**Trusted Seers.** In the gardens of the Open Game License",
            "name": "Garlicle",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 31,
            "hit_dice": "7d6+7",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "persuasion": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Walking Staff",
                    "desc": "Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh.",
                    "attack_bonus": 0,
                    "damage_dice": "1d6-2"
                },
                {
                    "name": "Cloves of Fate (Recharge 4-6)",
                    "desc": "The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table. \n| d4 | Fate |\n|----|------|\n| 0 | Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. |\n| 1 | Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. |\n| 2 | Adverse Fortune. The target has disadvantage on its next attack roll. |\n| 3 | Favorable Fortune. The target has advantage on its next attack roll. |\n| 4 | Good Fortune. The target regains 5 (2d4) hp. |\n| 5 | Best Fortune. The target's next successful hit is critical. |"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Plant Camouflage",
                    "desc": "The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life."
                },
                {
                    "name": "Tearful Stench",
                    "desc": "Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The garlicle's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: guidance, shillelagh\n3/day: augury, comprehend languages\n1/day: divination, entangle"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_garlicle/"
        },
        {
            "slug": "ghoul-bat",
            "desc": "This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets amongst darakhul and can be found both in colonies and alone throughout the underworld.",
            "name": "Ghoul Bat",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 14,
            "hit_dice": "4d6",
            "speed": {
                "fly": 30,
                "walk": 5
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 8,
            "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": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "blindsight 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving  throw or be paralyzed until the end of its next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation",
                    "desc": "The ghoul bat can't use its blindsight while deafened."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The ghoul bat has advantage on Wisdom (Perception) checks that rely on hearing. Undead Nature. Ghoul bats don't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ghoul-bat/"
        },
        {
            "slug": "giant-honey-bee",
            "desc": "Giant honey bees congregate in great swarms and fill hollows in rocky hillsides with their massive wax and honey hives. Far more intelligent than their diminutive cousins, giant honey bees sometimes enter into relationships with bearfolk or other creatures who can help protect the hive in exchange for a small share of the bees’ honey. Unlike a normal honey bee, a giant honey bee who stings a creature doesn’t lose its stinger.  \nGiant honey bees are rarely idle, often moving in elaborate, waggling dances of spirals and loops. This “dance” is actually a complex language the bees use to share staggeringly accurate directions and information about nearby threats and food sources with the rest of their hive.",
            "name": "Giant Honey Bee",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 9,
            "hit_dice": "2d6+2",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": 1,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., passive Perception 11",
            "languages": "Bee Dance",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 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.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 392,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-honey-bee/"
        },
        {
            "slug": "giant-husk",
            "desc": "A grotesque human body moves like jelly. Its split-open front reveals the creature has no bones._  \nHusks are the opposite of Open Game License",
            "name": "Giant Husk",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "8d12+24",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 7,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The husk makes two attacks."
                },
                {
                    "name": "Smother",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one Huge or smaller creature. Hit: The creature is grappled (escape DC 14). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating. In addition, at the start of each of the target's turns, the target takes 14 (3d6 + 4) bludgeoning damage. The husk can smother one Huge, two Large, or four Medium or smaller creatures at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "As the husk."
                },
                {
                    "name": "Damage Transfer",
                    "desc": "As the husk, except the other half of the damage is split evenly between all creatures grappled by the husk."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-husk/"
        },
        {
            "slug": "giant-leech",
            "desc": "Giant leeches lurk in placid ponds, babbling creeks, and mighty rivers. They slink through the dark forest waters with their distinctive vertical undulation, following any movement they sense toward fresh blood. Some varieties have adapted to life in the oceans, and a rare few dwell on land, though land-dwelling leeches prefer humid, moist climates.",
            "name": "Giant Leech",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "swim": 30,
                "walk": 15
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 2,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 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: 5 (1d4 + 3) piercing damage, and the leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the leech's turns, the target loses 5 (1d4 + 3) hp due to blood loss.\n\nThe leech can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can use its action to detach the leech.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The leech can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-leech/"
        },
        {
            "slug": "giant-mongoose",
            "desc": "The giant mongoose slinks through the woods, searching out rodents and other small animals to prey upon. Like their smaller cousins, giant mongooses are notoriously resistant to venoms, and their distinctive “dance” in battle helps them avoid deadly strikes.",
            "name": "Giant Mongoose",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 13,
            "hit_dice": "2d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 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: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Defensive Roll",
                    "desc": "The mongoose adds its Athletics bonus to its AC against one attack that would hit it. To do so, the mongoose must see the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The mongoose has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_giant-mongoose/"
        },
        {
            "slug": "gray-orc",
            "desc": "The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin._  \nDwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement.  \n**Drawn to Magical Corruption.** Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it.  \n**Synchronized Tribes.** Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source.",
            "name": "Gray Orc",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "orc",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 15,
            "hit_dice": "2d8+6",
            "speed": {
                "climb": 30,
                "walk": 40,
                "burrow": 20
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 5,
                "athletics": 4,
                "perception": 2,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 12",
            "languages": "Orc",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Silent Hunters",
                    "desc": "Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt."
                },
                {
                    "name": "Aggressive",
                    "desc": "As a bonus action, the orc can move up to its speed toward a hostile creature it can see."
                },
                {
                    "name": "Magic Absorption",
                    "desc": "When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell's level. This trait doesn't counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The gray orc has advantage on attack rolls against a creature if at least one of the orc's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_gray-orc/"
        },
        {
            "slug": "great-gray-owl",
            "desc": "Great gray owls are stealthy predators, and the largest of the non-giant varieties of owls. Unlike other owls, great grays aren’t territorial—with the exception of females raising young—and don’t flush or spook when other creatures approach. Rather, they remain still on their low perches, often going overlooked.",
            "name": "Great Gray Owl",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 5,
                "fly": 60
            },
            "strength": 5,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "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": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Hearing and Sight",
                    "desc": "The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_great-gray-owl/"
        },
        {
            "slug": "grimmlet",
            "desc": "A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field._  \n**Strange Families.** Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury.  \n**Whispering Menace.** Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur.",
            "name": "Grimmlet",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 28,
            "hit_dice": "8d4+8",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, charmed, deafened, petrified, poisoned, prone, stunned",
            "senses": "blindsight 60 ft., passive Perception 10",
            "languages": "understands Void Speech but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Crystal Edge",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) psychic damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Reproduce",
                    "desc": "When a grimmlet takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet. If the spell is a cantrip, only one grimmlet is created. Sixteen or more grimmlets within 30 feet of each other can use their reactions to come together and form a grimmlet swarm in a space within 5 feet of one grimmlet."
                },
                {
                    "name": "Self-destruct",
                    "desc": "When the grimmlet dies, it explodes in a spray of Void-infused crystal shards. Each creature within 5 feet of the grimmlet must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) slashing damage and 3 (1d6) psychic damage. Grimmlets damaged by this trait don't Reproduce."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The grimmlet's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: crushing curse, minor illusion\n3/day each: maddening whispers"
                }
            ],
            "spell_list": [],
            "page_no": 186,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_grimmlet/"
        },
        {
            "slug": "haleshi",
            "desc": "A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands._  \n**Diplomatic Fey.** Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity.  \n**Clam Riders.** Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another.  \n**Food-Lovers.** While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.",
            "name": "Haleshi",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "swim": 40,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "insight": 9,
                "nature": 5,
                "perception": 6,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Aquan, Common, Elvish, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haleshi makes two attacks with its stupefying touch."
                },
                {
                    "name": "Stupefying Touch",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8+3"
                },
                {
                    "name": "Clamport (3/Day)",
                    "desc": "The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Water Shield (Recharge 5-6)",
                    "desc": "The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The haleshi can breathe air and water."
                },
                {
                    "name": "Charming Defense",
                    "desc": "While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n3/day each: charm person, invisibility (self only)\n1/day each: major image, water walk, zone of truth"
                }
            ],
            "spell_list": [],
            "page_no": 191,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_haleshi/"
        },
        {
            "slug": "hebi-doku",
            "desc": "A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._  \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents.  \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts.  \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.",
            "name": "Hebi-Doku",
            "size": "Medium",
            "type": "Fey",
            "subtype": "kami",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 123,
            "hit_dice": "13d8+65",
            "speed": {
                "climb": 40,
                "walk": 40
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 21,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Disabling Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.",
                    "attack_bonus": 8,
                    "damage_dice": "3d4+5"
                },
                {
                    "name": "Toxic Spittle",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Transfixing Rattle",
                    "desc": "The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Serpentine Mind",
                    "desc": "The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hebi-doku/"
        },
        {
            "slug": "holler-spider",
            "desc": "While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, holler spiders are easy to domesticate, as they have a friendly disposition toward humanoids. They can be trained to act as sentries that recognize certain colors or livery, or they can be trained to respond to a certain person and sound alarms only when instructed. Open Game License",
            "name": "Holler Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "climb": 25,
                "walk": 25
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Hoot",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Distressed Discharge (Recharge 5-6)",
                    "desc": "The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sound Alarm",
                    "desc": "When the holler spider detects a creature within 60 feet of it, the spider can emit a hoot or trumpet audible within 300 feet of it. The noise continues until the creature moves out of range, the spider's handler uses an action to soothe it, or the spider ends the alarm (no action required)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Vigilant",
                    "desc": "If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_holler-spider/"
        },
        {
            "slug": "hongaek",
            "desc": "A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._  \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison.  \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet.  \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.",
            "name": "Hongaek",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 5,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "medicine": 5,
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Auran, Common, Deep Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hongaek makes two attacks with its vaporous tentacles."
                },
                {
                    "name": "Vaporous Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Invisibility",
                    "desc": "The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Exacerbate Affliction",
                    "desc": "The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition."
                },
                {
                    "name": "Gas Form",
                    "desc": "The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids."
                },
                {
                    "name": "Prolong Affliction",
                    "desc": "Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hongaek/"
        },
        {
            "slug": "howler-baboon",
            "desc": "Howler baboons are territorial primates that claim stretches of forest and hills in large troops. Their presence is usually heard before it’s seen, thanks to the whooping calls they use to communicate danger and call for their troop mates. When angered, they attack in ferocious packs, hurling rocks and pummeling threats en masse.",
            "name": "Howler Baboon",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 13,
            "hit_dice": "2d8+4",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 4,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The baboon has advantage on attack rolls against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 380,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_howler-baboon/"
        },
        {
            "slug": "huli-jing",
            "desc": "A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails._  \n**Canine Animosity.** Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs.  \n**Energy Feeders.** The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid.  \n**Symbols of Luck or Curses.** The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.",
            "name": "Huli Jing",
            "size": "Medium",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 130,
            "hit_dice": "20d8+40",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 11,
            "skills": {
                "perception": 11,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 21",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks."
                },
                {
                    "name": "Bite (True Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Jade Dagger (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage",
                    "attack_bonus": 8,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Curse of Luck",
                    "desc": "Each creature of the huli jing's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the huli jing's Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute."
                },
                {
                    "name": "Draining Glance (Recharge 5-6)",
                    "desc": "The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn't a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The huli jing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: charm person, invisibility (self only), major image\n3/day each: cure wounds, disguise self, fear\n2/day each: bestow curse, confusion\n1/day each: divination, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 204,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_huli-jing/"
        },
        {
            "slug": "ice-bogie",
            "desc": "A gaggle of mischievous, rime-covered humanoids, one of which is standing on the shoulders of another, paint hoarfrost patterns on a window._  \nWherever the temperature drops below freezing, mobs of ice bogies may appear to unleash their wintry mischief. Enigmatic creatures of ice: the hows and whys of their random arrivals remain a mystery. A group might plague a remote village for an entire winter or pester a yeti for a single afternoon. Whenever frost forms in suspicious places or patterns, ice bogies are likely to blame.  \n**Japes and Vandalism.** Whether pilfering innocuous items, laying slicks of frost across doorways, or freezing a goat’s eyelids shut while it sleeps, the creatures find delight in pranks and making nuisances of themselves. Capricious and gleeful, they are equal opportunists—seeing little difference between humanoids, beasts, or monstrosities. They find pleasure lurking on the edges of civilization, gathering to play their tricks on unsuspecting pioneers before melting back into the frigid wilds without a trace.  \n**Vicious Reprisals.** While ice bogies are known to occasionally help lost travelers or return stolen prizes the next day, they have a dangerous side. When provoked, they swarm their opponents in a series of darting attacks from all sides and are known to pelt their enemies with shards of ice plucked from their own bodies in a flurry of hail.",
            "name": "Ice Bogie",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 25
            },
            "strength": 7,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, petrified, poisoned, unconscious",
            "senses": "darkvision 30 ft., passive Perception 8",
            "languages": "Primordial",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Icicle Fist",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage."
                },
                {
                    "name": "Spiteful Hail",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 2 (1d4) cold damage, and the target's speed is reduced by 10 until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Frosty Aid (1/Day)",
                    "desc": "Whenever an allied ice bogie within 30 feet is reduced to 0 hp, this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Nimble Escape",
                    "desc": "The bogie can take the Disengage or Hide action as a bonus action on each of its turns."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The bogie has advantage on attack rolls against a creature if at least one of the bogie's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ice-bogie/"
        },
        {
            "slug": "ichor-ooze",
            "desc": "Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward._  \nIchor oozes are vengeful slimes created by the destruction of fiends.  \n**Born from Destroyed Fiends.** When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strong-willed, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge.  \n**Revenge Seekers.** Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a Open Game License",
            "name": "Ichor Ooze",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "swim": 20,
                "walk": 20,
                "climb": 20
            },
            "strength": 15,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 7,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Hurl Mote",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (1d6 + 2) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Life Drain",
                    "desc": "One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ooze has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sense Destroyer",
                    "desc": "The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ichor-ooze/"
        },
        {
            "slug": "irid",
            "desc": "The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message._  \nIrids are said to be born of celestial light filtered through earthly rain. These small manifestations of rainbows bear similarities in appearance and mission to their elevated cousins, but they take little interest in angelic ideals.  \n**Mischievous Messengers.** While angels are known for bringing messages and truth to mortals from the gods, irids prefer to bring gossip and embellished truths. They follow their own ideals of beauty and excitement, disregarding their angelic cousins’ insistence on goodness and truth. Irids delight in sneaking around, listening for gossip or revealed secrets, then invisibly whispering exaggerations of in the ears of those who will help spread such gossip.  \n**Colorful and Shallow.** Irids are iridescent, changing the color of the light they shed throughout the day. They are drawn to the brightest colors the world has to offer. To them, evil is synonymous with ugliness, and they resist fighting or hurting anything they find beautiful.",
            "name": "Irid",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "fly": 40,
                "walk": 10
            },
            "strength": 4,
            "dexterity": 17,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 5,
            "perception": 2,
            "skills": {
                "deception": 7,
                "perception": 2,
                "persuasion": 7,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The irid uses its Gossip. It then uses its Iridescent Blast once."
                },
                {
                    "name": "Iridescent Blast",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Gossip",
                    "desc": "The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll."
                },
                {
                    "name": "Invisibility",
                    "desc": "The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Iridescence",
                    "desc": "The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The irid has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Photographic Memory",
                    "desc": "The irid can perfectly recall anything it has seen or heard in the last month."
                }
            ],
            "spell_list": [],
            "page_no": 217,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_irid/"
        },
        {
            "slug": "jack-of-strings",
            "desc": "Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._  \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals.  \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face.  \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.",
            "name": "Jack of Strings",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The jack of strings makes two mocking slap attacks."
                },
                {
                    "name": "Mocking Slap",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Animate Puppet",
                    "desc": "The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time."
                },
                {
                    "name": "Puppet Link",
                    "desc": "One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The jack of strings has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 218,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_jack-of-strings/"
        },
        {
            "slug": "kamaitachi",
            "desc": "Despite having bony sickles for paws, this large weasel moves adroitly as snow and ice whip around it._  \n**Related to Wind Weasels.** Kamaitachis derive from a family group of Open Game License",
            "name": "Kamaitachi",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 84,
            "hit_dice": "13d6+39",
            "speed": {
                "walk": 30,
                "climb": 15
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 6,
                "intimidation": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Common and Sylvan but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kamaitachi makes two sickle paw attacks."
                },
                {
                    "name": "Sickle Paw (True Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Wintry Assault (Wintry Swirl Form Only)",
                    "desc": "Each creature in the kamaitachi's space must make a DC 15 Dexterity saving throw. On a failure, the creature takes 9 (2d8) slashing damage plus 9 (2d8) cold damage and is blinded until the end of its next turn. On a success, it takes half the damage and isn't blinded."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form (Wintry Swirl Form Only)",
                    "desc": "The kamaitachi can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Concealing Snow (True Form Only)",
                    "desc": "As a bonus action, the kamaitachi sheathes itself in blowing ice and snow, causing attack rolls against it to have disadvantage. The kamaitachi can use this trait only if it is in snowy terrain. Flyby (Wintry Swirl Form Only). The kamaitachi doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The kamaitachi has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The kamaitachi can use its action to polymorph into a swirl of wintry weather. It can revert back to its true form as a bonus action. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies. While a wintry swirl, it has a flying speed of 40 feet, immunity to the grappled, petrified, prone, and restrained conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
                },
                {
                    "name": "Snow Devil (Wintry Swirl Form Only)",
                    "desc": "Until it attacks or uses Wintry Assault, the kamaitachi is indistinguishable from a natural swirl of snow unless a creature succeeds on a DC 15 Intelligence (Investigation) check."
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kamaitachi/"
        },
        {
            "slug": "kobold-spellclerk",
            "desc": "The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers._  \n**Agents of the Empire.** Kobold spellclerks work primarily as messengers and agents of the spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies.  \n**Trusted Messengers.** Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.",
            "name": "Kobold Spellclerk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 21,
            "hit_dice": "6d6",
            "speed": {
                "walk": 30
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 4,
                "arcana": 5,
                "deception": 5,
                "investigation": 5,
                "perception": 3,
                "persuasion": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold spellclerk makes two melee attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cunning Action",
                    "desc": "On each of its turns, the spellclerk can use a bonus action to take the Dash, Disengage, or Hide action."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, message, minor illusion\n1st level (3 slots): comprehend languages, feather fall, grease, illusory script, sleep"
                }
            ],
            "spell_list": [],
            "page_no": 232,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_kobold-spellclerk/"
        },
        {
            "slug": "lazavik",
            "desc": "Standing no taller than a cat, this tiny humanoid has a snowwhite beard and a single eye that blazes with golden light. He holds a long reed whip in his hands._  \n**Swamp-Dwelling Fey.** Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female Open Game License",
            "name": "Lazavik",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d4+16",
            "speed": {
                "swim": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 8,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Reed Whip",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Eye Flare (Recharge 5-6)",
                    "desc": "The lazavik's eye flares with blinding light in a 15-foot cone. Each creature in the area much make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Glowing Eye",
                    "desc": "As a bonus action, the lazavik makes its single eye shine with a brilliant golden light. Its eye sheds bright light in a line that is 90 feet long and 5 feet wide, or it sheds bright light in a 30-foot cone. Each creature in the area illuminated by the lazavik's eye gains the lazavik's Swamp Stride trait as long as it remains on the illuminated path. The lazavik can douse its light at any time (no action required)."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The lazavik can hold its breath for 30 minutes."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The lazavik can communicate with beasts as if they shared a language."
                },
                {
                    "name": "Swamp Stride",
                    "desc": "Difficult terrain composed of mud, reeds, or other marshy terrain doesn't cost the lazavik extra movement. In addition, it can pass through nonmagical hazards, such as quicksand, without being hindered by them and through nonmagical plants without taking damage from them, despite thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 236,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_lazavik/"
        },
        {
            "slug": "leech-swarm",
            "desc": "In swampy areas where food is plentiful, leeches gather together in swarms numbering in the hundreds to hunt prey. When their food supply is diminished, the leeches often turn on each other, effectively destroying the swarm. The scent of blood attracts leech swarms, and they easily locate warm-blooded prey. Victims who move out of a leech swarm are not safe, as several leeches remain attached and continue to drain blood until they are removed. These hangers-on are adept at locating hard-to-reach places on their prey as they wriggle into gaps in armor or crawl into boots. Their victims must spend extra time to locate and remove them.",
            "name": "Leech Swarm",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 5,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 30 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer. If the target is a creature other than a construct or an undead, it must succeed on a DC 13 Dexterity saving throw or lose 2 (1d4) hp at the start of each of its turns as leeches attach to it and drain its blood. Any creature can take an action to find and remove the leeches with a successful DC 13 Wisdom (Perception) check. The leeches also detach if the target takes fire damage.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The leech swarm has advantage on melee attack rolls against any creature that doesn't have all its hp."
                },
                {
                    "name": "Blood Sense",
                    "desc": "The leech swarm can pinpoint, by scent, the location of creatures that aren't undead or constructs within 30 feet of it."
                },
                {
                    "name": "Swarm",
                    "desc": "The leech swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 396,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_leech-swarm/"
        },
        {
            "slug": "light-drake",
            "desc": "The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._  \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides.  \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure.  \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License",
            "name": "Light Drake",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 24,
            "hit_dice": "7d4+7",
            "speed": {
                "fly": 60,
                "walk": 20,
                "hover": true
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Breath Weapon (Recharge 6)",
                    "desc": "A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Reflective Scales",
                    "desc": "When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire"
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_light-drake/"
        },
        {
            "slug": "liminal-drake",
            "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._  \n**Void Dragon Offspring.** When an Open Game License",
            "name": "Liminal Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 204,
            "hit_dice": "24d10+72",
            "speed": {
                "fly": 80,
                "walk": 0,
                "hover": true
            },
            "strength": 7,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liminal drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Stellar Breath (Recharge 5-6)",
                    "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one."
                },
                {
                    "name": "Warp Space",
                    "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The drake 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": "Nauseating Luminance",
                    "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save."
                },
                {
                    "name": "Void Dweller",
                    "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_liminal-drake/"
        },
        {
            "slug": "lymarien",
            "desc": "A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._  \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License",
            "name": "Lymarien",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 5,
            "hit_dice": "2d4",
            "speed": {
                "walk": 5,
                "fly": 50
            },
            "strength": 1,
            "dexterity": 17,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 13,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Sylvan",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distracting Swoop",
                    "desc": "If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The lymarien can communicate with beasts as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 248,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_lymarien/"
        },
        {
            "slug": "lymarien-swarm",
            "desc": "A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._  \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License",
            "name": "Lymarien Swarm",
            "size": "Large",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 5,
                "fly": 50
            },
            "strength": 8,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 7,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half its hp or fewer.",
                    "attack_bonus": 7,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Flight of the Fey (Recharge 4-6)",
                    "desc": "The lymarien swarm lifts a Large or smaller creature in its space. The target must succeed on a DC 15 Dexterity saving throw or be lifted directly upward to a height up to the swarm's flying speed. When the swarm moves, the lifted creature moves with it. At the end of the swarm's turn, the swarm drops the creature, which takes falling damage as normal."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distracting Beauty",
                    "desc": "A creature that starts its turn in the lymarien swarm's space must succeed on a DC 15 Wisdom saving throw or be distracted by the swarm's luminous eyes and fluttering wings until the end of its next turn. A distracted creature has disadvantage on Wisdom (Perception) checks and on attack rolls against the lymarien swarm."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "The lymarien swarm can communicate with beasts as if they shared a language."
                },
                {
                    "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 lymarien. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The lymarien swarm's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, minor illusion\n3/day each: hypnotic pattern, sleep (affects 9d8 hp)"
                }
            ],
            "spell_list": [],
            "page_no": 248,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_lymarien-swarm/"
        },
        {
            "slug": "mineral-ooze",
            "desc": "Gray and amorphous, this creature skulks along the stone floor. Its body appears wet and oily, though an unusual crystalline pattern decorates the surface._  \n**Subterranean Menace.** A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature.  \n**Earthy Consistency.** The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes.  \n**Ooze Nature.** A mineral ooze doesn’t require sleep.",
            "name": "Mineral Ooze",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 5,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 7",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Encase",
                    "desc": "The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze's turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."
                },
                {
                    "name": "Mineralize",
                    "desc": "As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it."
                }
            ],
            "spell_list": [],
            "page_no": 280,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mineral-ooze/"
        },
        {
            "slug": "mountain-strider",
            "desc": "These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats._  \n**Dwellers of Mountains.** Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization.  \n**Communal.** Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other.  \n**Bleating Communication.** The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage.",
            "name": "Mountain Strider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 34,
            "hit_dice": "4d10+12",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Headbutt",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Thunderous Bleat (Recharge 6)",
                    "desc": "The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Revenge for the Fallen",
                    "desc": "When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone."
                },
                {
                    "name": "Sure-Footed",
                    "desc": "The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mountain-strider/"
        },
        {
            "slug": "mydnari",
            "desc": "This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive._  \n**Sightless Alchemists.** The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes.  \n**Bound in Jelly.** Each mydnari enters into a symbiotic relationship with a mutated strain of Open Game License",
            "name": "Mydnari",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 4,
                "intimidation": 4,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Acid Glob",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound in Jelly",
                    "desc": "The mydnari and its jelly are wholly reliant on each other. If the mydnari's jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait."
                },
                {
                    "name": "Jelly Symbiosis",
                    "desc": "A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage."
                },
                {
                    "name": "Ooze Empathy",
                    "desc": "A mydnari can use its Animal Handling skill on ooze-type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mydnari/"
        },
        {
            "slug": "noth-norren",
            "desc": "A massive upside-down tornado races along the ground, its mouth swallowing everything around it and its tail spiraling off into the air. The interior of the whirlwind is lined with thousands of jagged teeth, ready to devour all in its path._  \n**Epitomes of Destruction.** The noth-norren is one of the most destructive and malicious of all elemental creatures and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex. Noth-norrens are typically found in the wildest regions of the Elemental Plane of Air, where their presence often goes overlooked until they strike. They are rare on the Material Plane, though they can be summoned by Open Game License",
            "name": "Noth-norren",
            "size": "Gargantuan",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 203,
            "hit_dice": "14d20+56",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 90
            },
            "strength": 21,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, thunder",
            "condition_immunities": "deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Auran",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noth-norren makes two slam attacks. Alternatively, it uses Throw Debris twice."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. A creature struck by the slam attack must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "4d10+5"
                },
                {
                    "name": "Throw Debris",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8+4"
                },
                {
                    "name": "Fling Victim",
                    "desc": "One Large or smaller creature caught in the nothnorren's vortex is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone."
                },
                {
                    "name": "Vortex (Recharge 5-6)",
                    "desc": "The noth-norren pulls nearby creatures into its central vortex to be torn apart by its jagged teeth. Each creature within 5 feet of the noth-norren must succeed on a DC 16 Strength saving throw or be pulled into the vortex. A creature in the vortex is blinded and restrained, it has total cover against attacks and other effects outside the vortex, and it takes 21 (6d6) slashing damage at the start of each of the noth-norren's turns.\n\nIf the noth-norren takes 30 damage or more on a single turn from a creature inside the vortex, the noth-norren must succeed on a DC 18 Constitution saving throw at the end of that turn or release all creatures caught in its vortex, which fall prone in a space within 10 feet of the noth-norren. If the noth-norren dies, it becomes a pile of teeth, its windy form dissipating, and releases all trapped creatures."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Turbulence",
                    "desc": "A flying creature that enters or starts its turn within 60 feet of the noth-norren must land at the end of its turn or fall. In addition, ranged attack rolls against the noth-norren have disadvantage."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The noth-norren's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 270,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_noth-norren/"
        },
        {
            "slug": "nyctli",
            "desc": "A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License",
            "name": "Nyctli",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 7,
            "hit_dice": "3d4",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 10
            },
            "strength": 2,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Sylvan",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Stingers",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Douse Light",
                    "desc": "The nyctli magically dispels or douses a single magical or nonmagical light source within 30 feet of it. The nyctli can't dispel light created by a spell of 3rd level or higher."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 271,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_nyctli/"
        },
        {
            "slug": "nyctli-swarm",
            "desc": "A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License",
            "name": "Nyctli Swarm",
            "size": "Large",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 110,
            "hit_dice": "20d10",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 10
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Sylvan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Stingers",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Douse Light",
                    "desc": "As the nyctli, except the swarm can't dispel light created by a spell of 6th level or higher."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_nyctli-swarm/"
        },
        {
            "slug": "ophinix",
            "desc": "This bat-like creature has luxurious blue fur covering every part of its body. It has a heavily wrinkled face, large, bulbous eyes, and twin horn-like antennae. Thin sable wings unfurl from its back, and its fur emits tiny sparks of blue lightning._  \n**Cave-Dwelling Hunters.** A large, bat-like monstrosity native to many natural cave systems and chasms, the ophinix spends most of its time flying through the darkened passages of its home looking for its next meal. The ophinix is single-minded in its pursuit of prey, hunting bats, Open Game License",
            "name": "Ophinix",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 60,
            "hit_dice": "8d10+16",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Generate Static",
                    "desc": "The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike."
                },
                {
                    "name": "Lightning Strike (Recharge Special)",
                    "desc": "The ophinix releases its static electricity at up to three targets it can see within 30 feet of it. Each creature must make a DC 12 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. After using Lightning Strike, the ophinix is no longer charged with electricity. It can't use Lightning Strike if isn't charged with electricity."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Conductive Fur",
                    "desc": "While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage."
                },
                {
                    "name": "Lightning Recharge",
                    "desc": "Whenever the ophinix is subjected to lightning damage, it takes no damage and becomes charged with electricity. If it is already charged, the duration resets to 1 minute."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ophinix/"
        },
        {
            "slug": "orniraptor",
            "desc": "A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane._  \n**Nearly Mindless.** Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees.  \n**Troublesome Pests.** Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point.  \n**Quiet Yet Loud.** Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible.",
            "name": "Orniraptor",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 16,
            "hit_dice": "3d6+6",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 7,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 8",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Peck",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Spit Stone",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Spurt",
                    "desc": "When a creature deals piercing or slashing damage to the orniraptor while within 5 feet of it, the creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage as it is struck by the creature's caustic blood."
                },
                {
                    "name": "Collective Perception",
                    "desc": "The orniraptor is aware of everything each other orniraptor within 20 feet of it notices."
                },
                {
                    "name": "Poor Vision",
                    "desc": "The orniraptor's visual acuity is based on movement. A creature that didn't move between the end of the orniraptor's last turn and beginning of its current turn is invisible to the orniraptor. The creature is not invisible to the orniraptor if another orniraptor within 20 feet of it notices the creature."
                }
            ],
            "spell_list": [],
            "page_no": 285,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_orniraptor/"
        },
        {
            "slug": "orphan-of-the-black",
            "desc": "Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer._  \n**Neglectful Beginnings.** Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy.  \n**Problem with Authority.** Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.",
            "name": "Orphan of the Black",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 49,
            "hit_dice": "9d6+18",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orphan of the black makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Incite Violence (Recharge 5-6)",
                    "desc": "The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn't affected by the orphan's Incite Violence."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forbiddance",
                    "desc": "An orphan of the black can't enter a residence without an invitation from one of the occupants."
                },
                {
                    "name": "Sense Law",
                    "desc": "An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it."
                },
                {
                    "name": "Transmit Pain",
                    "desc": "A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage."
                }
            ],
            "spell_list": [],
            "page_no": 286,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_orphan-of-the-black/"
        },
        {
            "slug": "overshadow",
            "desc": "Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness._  \nWhile common Open Game License",
            "name": "Overshadow",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 12,
            "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": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The overshadow makes two strength drain attacks."
                },
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Bringer of Darkness",
                    "desc": "The overshadow dims the light around it. The radius of each light source within 60 feet of it is halved for 1 minute. The overshadow can't use this action while in sunlight."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The overshadow can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the overshadow can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 289,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_overshadow/"
        },
        {
            "slug": "pixies-umbrella",
            "desc": "A Dozens of flat, purple-capped mushrooms float and spin through the air._  \nHuge colonies of pixie’s umbrellas inhabit the Underworld. When they sense danger, they fill their caps to gain height then release the air, using the flattened caps to slow their descent.  \n**Migrating Fungus.** Their ability to float allows pixie’s umbrellas to make homes on hard-to-reach surfaces, frustrating those who enjoy the mushrooms’ bitter flesh. The ground beneath wall- and cliff-dwelling pixie’s umbrellas is sometimes littered with the skeletal remains of starving travelers who fell in their desperate attempts to gather food.  \n**Dizzying Drifters.** Witnessing the migration of a colony of pixie’s umbrellas can be fascinating to those who enjoy watching large numbers of the mushrooms float from cavern to cavern. Intelligent Underworld hunters sometimes use the migration of pixie’s umbrellas to mask their approach, counting on the display to distract their prey.",
            "name": "Pixie’s Umbrella",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 7,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "4d4",
            "speed": {
                "walk": 5
            },
            "strength": 1,
            "dexterity": 5,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 5,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 7",
            "languages": "—",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Twirl",
                    "desc": "The pixie's umbrella twirls, spinning its spores at nearby creatures. Each creature within 5 feet of the pixie's umbrella must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Float",
                    "desc": "When a pixie's umbrella senses motion within 30 feet of it, it fills its cap with air and flies 20 feet away from the motion without provoking opportunity attacks."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the pixie's umbrella remains motionless, it is indistinguishable from an ordinary fungus."
                }
            ],
            "spell_list": [],
            "page_no": 158,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_pixies-umbrella/"
        },
        {
            "slug": "plague-spirit",
            "desc": "A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.",
            "name": "Plague Spirit",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 40
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, diseased, exhaustion, frightened, poisoned, unconscious",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."
                },
                {
                    "name": "Censer",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Enfeebling Touch",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic 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.",
                    "attack_bonus": 8,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Dance of Death (Recharge 5-6)",
                    "desc": "The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Decrepit Mist",
                    "desc": "A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."
                },
                {
                    "name": "Hunter of the Living",
                    "desc": "The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."
                }
            ],
            "spell_list": [],
            "page_no": 296,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_plague-spirit/"
        },
        {
            "slug": "putrescent-slime",
            "desc": "As a rat moves to an algae-filled pool of water to take a drink, the pool suddenly comes to life and devours the rat._  \nPutrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte explorers in the depths of the world.  \n**Pool Feeders.** Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass.  \n**Ooze Nature.** A putrescent slime doesn’t require sleep.",
            "name": "Putrescent Slime",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 20,
                "swim": 10
            },
            "strength": 12,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 3,
                    "damage_dice": "2d6+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The putrescent slime can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the putrescent slime must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the putrescent slime's Stench for 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_putrescent-slime/"
        },
        {
            "slug": "qiqirn",
            "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License",
            "name": "Qiqirn",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 38,
            "hit_dice": "7d6+14",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Spirit-infused Yip",
                    "desc": "The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Horrifying Wail",
                    "desc": "When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Self-loathing",
                    "desc": "A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_qiqirn/"
        },
        {
            "slug": "rotsam",
            "desc": "A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.",
            "name": "Rotsam",
            "size": "Tiny",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "10d4+20",
            "speed": {
                "swim": 30,
                "walk": 10
            },
            "strength": 5,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Diseased Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) necrotic damage, and the rotsam attaches to the target. While attached, the rotsam doesn't attack. Instead, at the start of each of the rotsam's turns, the target takes 10 (3d6) necrotic damage. If a creature ends its turn with a rotsam attached to it, the creature must succeed on a DC 12 Constitution saving throw or contract a disease (see the Bog Rot trait). The rotsam can detach itself by spending 5 feet of its movement. It does so after the target contracts its disease or the target dies. A creature, including the target, can take its action to detach the rotsam by succeeding on a DC 12 Strength check.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The rotsam can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Bog Rot",
                    "desc": "A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 309,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_rotsam/"
        },
        {
            "slug": "rotsam-swarm",
            "desc": "A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.",
            "name": "Rotsam Swarm",
            "size": "Large",
            "type": "Ooze",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 10,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Diseased Bites",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage plus 21 (6d6) necrotic damage, or 5 (2d4) piercing damage and 10 (3d6) necrotic damage if the swarm has half of its hp or fewer. The target must make a DC 15 Constitution saving throw or contract a disease (see the Bog Rot trait).",
                    "attack_bonus": 7,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bog Rot",
                    "desc": "A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "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 rotsam. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 309,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_rotsam-swarm/"
        },
        {
            "slug": "rum-lord",
            "desc": "A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._  \n**Drunken Kings.** Rum lords attract other Open Game License",
            "name": "Rum Lord",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 78,
            "hit_dice": "12d6+36",
            "speed": {
                "climb": 10,
                "walk": 20,
                "swim": 10
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv."
                },
                {
                    "name": "Ale Tap Scepter",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Broken Bottle Shiv",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Rotgut Belch (Recharge 6)",
                    "desc": "The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn't covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord's green bile."
                },
                {
                    "name": "Bring Me Another Round! (1/Day)",
                    "desc": "The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Drunkenness",
                    "desc": "The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord's Aura of Drunkenness for 24 hours."
                },
                {
                    "name": "Hearty",
                    "desc": "The rum lord adds its Constitution modifier to its AC (included in the Armor Class)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The rum lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "One for the Road",
                    "desc": "When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The rum lord's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: prestidigitation\n3/day: command"
                }
            ],
            "spell_list": [],
            "page_no": 185,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_rum-lord/"
        },
        {
            "slug": "runeswarm",
            "desc": "A cloud of inky runes churns as some of the markings illuminate briefly._  \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings.  \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.",
            "name": "Runeswarm",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The runeswarm can use Runecast. It then makes two cutting runes attacks."
                },
                {
                    "name": "Cutting Runes",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.",
                    "attack_bonus": 11,
                    "damage_dice": "6d4"
                },
                {
                    "name": "Runecast",
                    "desc": "The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The runeswarm has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Swarm",
                    "desc": "The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_runeswarm/"
        },
        {
            "slug": "sapphire-jelly",
            "desc": "Wisps of frosty air rise from the amorphous, quivering blue puddle. Bits of ice cling to the edges, and the surface has an almost crystalline appearance._  \n**Mountainous Regions.** Sapphire jellies are at home in glacial and mountainous regions among rocks and ice. They are just as likely to be found aboveground as below, but they avoid regions that are warm or dry. They tend to avoid large settlements of warm-blooded creatures, as such creatures consider them an active threat and often seek to destroy them. They prefer the company of creatures not bothered by the cold.  \n**Unnaturally Cold.** Sapphire jellies are extremely cold, freezing water and objects they encounter on contact. Creatures that are caught within them or hit with their attacks are immediately chilled to the bone, and those who are killed by them are permanently transformed into undead. Sapphire jellies can often be found in areas with Open Game License",
            "name": "Sapphire Jelly",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 144,
            "hit_dice": "17d8+68",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 8,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sapphire jelly makes two freezing slam attacks."
                },
                {
                    "name": "Freezing Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Engulf",
                    "desc": "The jelly moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. Whenever the jelly enters a creature's space, the creature must make a DC 15 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the jelly enters the creature's space, and the creature takes 10 (3d6) cold damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) cold damage at the start of each of the jelly's turns. When the jelly moves, the engulfed creature moves with it. A sapphire jelly can have only one creature engulfed at a time.\n\nAn engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the jelly. Alternatively, a creature within 5 feet of the jelly can take an action to pull a creature out of the jelly. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) cold damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sapphire jelly can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Icy Transformation",
                    "desc": "A humanoid slain by the sapphire jelly rises 1 week later as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 312,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_sapphire-jelly/"
        }
    ]
}