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

GET /v1/monsters/?format=api&ordering=challenge_rating&page=64
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=challenge_rating&page=65",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=challenge_rating&page=63",
    "results": [
        {
            "slug": "eater-of-dust-yakat-shi",
            "desc": "",
            "name": "Eater Of Dust (Yakat-Shi)",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold",
            "damage_immunities": "bludgeoning, piercing, poison and slashing from nonmagical attacks",
            "condition_immunities": "blindness, lightning, poisoned",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."
                },
                {
                    "name": "Mawblade",
                    "desc": "Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n3/day each: freedom of movement, inflict wounds, true strike\n\n1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step"
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate."
                },
                {
                    "name": "Unending Hunger",
                    "desc": "An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death."
                },
                {
                    "name": "Weapon Bond",
                    "desc": "A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell."
                }
            ],
            "spell_list": [],
            "page_no": 164,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_eater-of-dust-yakat-shi/"
        },
        {
            "slug": "ghostwalk-spider",
            "desc": "",
            "name": "Ghostwalk Spider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 50,
                "climb": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 16",
            "languages": "understands Undercommon but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Ghostly Snare (During Ghostwalk Only, Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghostwalk",
                    "desc": "As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies"
                },
                {
                    "name": "Incorporeal Movement (During Ghostwalk Only)",
                    "desc": "The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 361,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ghostwalk-spider/"
        },
        {
            "slug": "horakh",
            "desc": "_Resembling a cave cricket the size of a dog, this beast wraps its victim in spiny legs and claws when it attacks. A horakh’s black, chitinous thorax is topped by a translucent digestive sac—often containing half-digested eyeballs of varying sizes, colors, and species._  \n**Leaping Claws.** Insectoid killing machines with a penchant for consuming their victim’s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles that can shoot forward like pistons, shearing meat from bone.  \n**Leaping Screech.** When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.  \n**Herd the Blinded.** After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 8,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Implant Egg",
                    "desc": "If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Stealth",
                    "desc": "A horakh can hide as a bonus action if it's in dim light or darkness."
                },
                {
                    "name": "Standing Leap",
                    "desc": "As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_horakh/"
        },
        {
            "slug": "krake-spawn",
            "desc": "_This twisted, unnatural beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid’s enormous beak. Unlike krakens and giant squid, krake spawn can scuttle onto land._  \n**Demonic Crossbreeds.** Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly krake spawn do respond to summoning magic, and sorcerers do summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind.  \n**Outwit Humans.** Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who mistake them for dumb beasts—an error that can often prove fatal.  \n**Iceberg Fortresses.** Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. When they venture into warmer climes in search of magic or slaves, they can preserve their icebergs with ice storms. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn’s treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn’s offspring.  \nA krake spawn measures 40 feet in length and weighs 2,000 lb.",
            "name": "Krake Spawn",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "12d12+72",
            "speed": {
                "walk": 20,
                "swim": 30
            },
            "strength": 24,
            "dexterity": 12,
            "constitution": 22,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison, psychic",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Infernal, Primordial, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The krake spawn makes eight tentacle attacks and one bite attack. It can substitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d10+7"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).",
                    "attack_bonus": 11,
                    "damage_dice": "1d6+7"
                },
                {
                    "name": "Constrict",
                    "desc": "The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained."
                },
                {
                    "name": "Ink Cloud (Recharge 6)",
                    "desc": "The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses."
                },
                {
                    "name": "Vomit Forth the Deeps (1/Day)",
                    "desc": "The krake spawn sprays half-digested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The krake spawn can breathe air and water."
                },
                {
                    "name": "Jet",
                    "desc": "While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: protection from energy, ray of frost\n\n1/day each: ice storm, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 269,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_krake-spawn/"
        },
        {
            "slug": "malakbel",
            "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._  \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human.  \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.  \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.",
            "name": "Malakbel",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, radiant, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "truesight 30 ft., passive Perception 17",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malakbel makes two scorching blast attacks."
                },
                {
                    "name": "Scorching Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Searing Flare (Recharge 5-6)",
                    "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion."
                },
                {
                    "name": "Teleport",
                    "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blistering Radiance",
                    "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap."
                },
                {
                    "name": "Distortion",
                    "desc": "Ranged attacks against the malakbel have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The malakbel has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_malakbel/"
        },
        {
            "slug": "oozasis",
            "desc": "_The oasis appears as an idyllic desert respite, offering water, shade, and even perhaps edible fruit and nuts in the trees above._  \n**Mockmire.** The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between wakefulness and hibernation.  \n**Quest Givers.** Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mere mindless sludge, its fractured intelligence occasionally awakens to read the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons.  \n**Ancient Minds.** Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins.",
            "name": "Oozasis",
            "size": "Gargantuan",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 7,
            "armor_desc": "",
            "hit_points": 217,
            "hit_dice": "14d20+70",
            "speed": {
                "walk": 20,
                "climb": 20,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 5,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 22,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 10,
            "charisma_save": 8,
            "perception": 10,
            "skills": {
                "deception": 8,
                "history": 5,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 20",
            "languages": "understands all languages but can't speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oozasis makes two pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Engulf",
                    "desc": "The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis."
                },
                {
                    "name": "Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest)",
                    "desc": "The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The oozasis can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Mirage",
                    "desc": "As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled."
                },
                {
                    "name": "Waters of Unfathomable Compulsion",
                    "desc": "Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_oozasis/"
        },
        {
            "slug": "ushabti",
            "desc": "_The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more._  \n**Tomb Servants.** Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive.  \n**Slaughter Tomb Robbers.** Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched.  \n**Khopesh and Scepter.** Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.  \n**Constructed Nature.** An ushabti doesn’t require air, food, drink, or sleep.",
            "name": "Ushabti",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10+50",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 19,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 8,
            "skills": {
                "arcana": 4,
                "history": 4,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Ancient language of DM's choice",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ushabti makes one attack with Medjai's scepter and one with its khopesh."
                },
                {
                    "name": "Medjai's Scepter",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Khopesh",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dynastic Aura",
                    "desc": "A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours."
                },
                {
                    "name": "Healing Leech",
                    "desc": "If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The ushabti is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ushabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The ushabti's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 394,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ushabti/"
        },
        {
            "slug": "vine-troll-skeleton",
            "desc": "_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._  \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits.  \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless.  \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.",
            "name": "Vine Troll Skeleton",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,",
            "damage_immunities": "poison",
            "condition_immunities": "deafened, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skeleton makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-troll-skeleton/"
        },
        {
            "slug": "young-flame-dragon",
            "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.",
            "name": "Young Flame Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "deception": 8,
                "insight": 5,
                "perception": 9,
                "persuasion": 8,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 19",
            "languages": "Common, Draconic, Ignan, Giant, Infernal, Orc",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Incarnate",
                    "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity."
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-flame-dragon/"
        },
        {
            "slug": "young-sea-dragon",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Young Sea Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 9,
            "skills": {
                "perception": 9,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 30 ft. darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The dragon deals double damage to objects and structures"
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-sea-dragon/"
        },
        {
            "slug": "young-void-dragon",
            "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Young Void Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "hover": true,
                "walk": 40,
                "fly": 80
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 8,
            "perception": 8,
            "skills": {
                "arcana": 10,
                "history": 10,
                "perception": 8,
                "persuasion": 8,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 18",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon."
                },
                {
                    "name": "Falling damage in the area increases to 1d10 per 10 feet fallen",
                    "desc": "When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."
                },
                {
                    "name": "Stellar Flare Breath",
                    "desc": "The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."
                },
                {
                    "name": "Void Dweller",
                    "desc": "As ancient void dragon."
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-void-dragon/"
        },
        {
            "slug": "alchemical-golem",
            "desc": "",
            "name": "Alchemical Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 21,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The golem makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Poison Breath (Brimstone Infusion Only; Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.\nBrimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.\nQuicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. l\nSalt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.",
                    "name": "Alchemical Infusion"
                },
                {
                    "desc": "Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.",
                    "name": "Elemental Expulsion"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 192,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alchemical-golem/"
        },
        {
            "slug": "alnaar",
            "desc": "",
            "name": "Alnaar",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "25d10+75",
            "speed": {
                "burrow": 20,
                "fly": 40,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 10,
                "perception": 5
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The alnaar makes three fiery fangs attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.",
                    "name": "Fiery Fangs"
                },
                {
                    "desc": "The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.",
                    "name": "Flare (Recharge Special)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.",
                    "name": "On the Hunt"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.",
                    "name": "Skin of the Forge"
                },
                {
                    "desc": "If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.",
                    "name": "Starving Wrath"
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alnaar/"
        },
        {
            "slug": "alpha-yek",
            "desc": "",
            "name": "Alpha Yek",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 129,
            "hit_dice": "16d8+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": 7,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": 6,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "4d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "4d4+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d4+3",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro",
                    "name": "Bone Shard"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The yek has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alpha-yek/"
        },
        {
            "slug": "ammut",
            "desc": "",
            "name": "Ammut",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 23,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "perception": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 21",
            "languages": "",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "attack_bonus": 9,
                    "damage_dice": "5d10+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can't bite another target.",
                    "name": "Bite"
                },
                {
                    "desc": "The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time.\n\nIf the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "name": "Swallow"
                },
                {
                    "desc": "The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated 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.",
                    "name": "Ghost Breath (1/Day)"
                },
                {
                    "desc": "The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can't be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature's hp maximum.",
                    "name": "Absorb Spirit (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammut's Judging Aura for the next 24 hours.",
                    "name": "Judging Aura"
                },
                {
                    "desc": "The ammut has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn't need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive.",
                    "name": "Prison Belly"
                }
            ],
            "spell_list": [],
            "page_no": 15,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_ammut/"
        },
        {
            "slug": "darakhul-high-priestess",
            "desc": "",
            "name": "Darakhul High Priestess",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "deception": 6,
                "insight": 8,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The darakhul high priestess makes two claw attacks and one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed 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. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "name": "Claw"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.",
                    "name": "Frenzy"
                },
                {
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.",
                    "name": "Master of Disguise"
                },
                {
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.",
                    "name": "Stench"
                },
                {
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.",
                    "name": "Turning Defiance"
                },
                {
                    "desc": "The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians\n4th level (3 slots): banishment, stone shape\n5th level (2 slot): contagion, insect plague\n6th level (1 slot): create undead\n7th level (1 slot): regenerate\n8th level (1 slot): antimagic field",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 172,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_darakhul-high-priestess/"
        },
        {
            "slug": "flame-scourged-scion",
            "desc": "",
            "name": "Flame-Scourged Scion",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 125,
            "hit_dice": "10d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 6,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "grappled, paralyzed, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Deep Speech, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The flame-scourged scion makes three tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "desc": "The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.",
                    "name": "Embers (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.",
                    "name": "Burning Rage"
                },
                {
                    "desc": "A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.",
                    "name": "Firesight"
                },
                {
                    "desc": "Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.",
                    "name": "Groundbreaker"
                }
            ],
            "spell_list": [],
            "page_no": 159,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_flame-scourged-scion/"
        },
        {
            "slug": "fulad-zereh",
            "desc": "",
            "name": "Fulad-Zereh",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "fly": 40,
                "walk": 40
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "insight": 6,
                "intimidation": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The demon makes two attacks: one with its barbed whip and one with its battleaxe.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.",
                    "name": "Barbed Whip"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "name": "Battleaxe"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.",
                    "name": "Petrifying Gaze"
                },
                {
                    "desc": "A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.",
                    "name": "Weeping Acid"
                }
            ],
            "spell_list": [],
            "page_no": 85,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_fulad-zereh/"
        },
        {
            "slug": "fulminar",
            "desc": "",
            "name": "Fulminar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "fly": 90,
                "hover": true
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 17,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Auran",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The fulminar makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Lightning Shackles (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Bolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.",
                    "name": "Essence of Lightning"
                },
                {
                    "desc": "The fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.",
                    "name": "Lightning Form"
                }
            ],
            "spell_list": [],
            "page_no": 165,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_fulminar/"
        },
        {
            "slug": "hierophant-lich",
            "desc": "",
            "name": "Hierophant Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 5,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d6+1",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.",
                    "name": "Unholy Smite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The hierophant lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The hierophant lich casts a cantrip.",
                    "name": "Cantrip"
                },
                {
                    "desc": "The heirophant lich uses its Unholy Smite.",
                    "name": "Unholy Smite (Costs 2 Actions)"
                },
                {
                    "desc": "The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.",
                    "name": "Damnation (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.",
                    "name": "Levitate"
                },
                {
                    "desc": "If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.",
                    "name": "Rejuvenation"
                },
                {
                    "desc": "The hierophant lich has advantage on saving throws against any effect that turns undead.",
                    "name": "Turn Resistance"
                },
                {
                    "desc": "The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\nCantrips (at will): guidance, mending, sacred flame, thaumaturgy\n1st level (4 slots): command, detect magic, protection from evil and good, sanctuary\n2nd level (3 slots): blindness/deafness, hold person, silence\n3rd level (3 slots): animate dead, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement, guardian of faith\n5th level (1 slot): flame strike",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_hierophant-lich/"
        },
        {
            "slug": "jinmenju",
            "desc": "",
            "name": "Jinmenju",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d12+48",
            "speed": {
                "walk": 0
            },
            "strength": 16,
            "dexterity": 1,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 8,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 10,
            "perception": 3,
            "skills": {
                "perception": 3,
                "persuasion": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "exhaustion, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "all languages known by creatures within 120 feet",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The jinmenju makes two root attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage.",
                    "name": "Root"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The jinmenju can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jinmenju regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The jimenju makes one root attack.",
                    "name": "Root"
                },
                {
                    "desc": "The jinmenju restores 10 (3d6) hp to each of its exposed roots.",
                    "name": "Revitalize Roots"
                },
                {
                    "desc": "The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn't affected.",
                    "name": "Mirthful Miasma (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Whenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack's point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Damaging a root doesn't damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack.",
                    "name": "Burrowing Roots"
                },
                {
                    "desc": "If a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated by fits of laughter as it perceives everything as hilariously funny 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 the target takes damage while prone, it has advantage on the saving throw.",
                    "name": "Laughing Fruit"
                }
            ],
            "spell_list": [],
            "page_no": 232,
            "environments": [],
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "kulmking",
            "desc": "",
            "name": "KĂĽlmking",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 60
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The kĂĽlmking makes two claw attacks and one bite or hooves attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d8+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The kĂĽlmking regains hp equal to the amount of necrotic damage dealt.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed 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.",
                    "name": "Claws"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.",
                    "name": "Hooves"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the kĂĽlmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the kĂĽlmking has disadvantage on this saving throw. \n\nOn a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a kĂĽlmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death. \n\nOn a success, a creature is immune to the kĂĽlmking's Corruption for the next 24 hours.",
                    "name": "Corruption"
                },
                {
                    "desc": "The kĂĽlmking can pass through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "If the kĂĽlmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the kĂĽlmking can make one hooves attack against it as a bonus action.",
                    "name": "Trampling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_kulmking/"
        },
        {
            "slug": "lotus-golem",
            "desc": "",
            "name": "Lotus Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": 6,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 6,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine",
            "damage_immunities": "cold, fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The lotus golem makes two arcane water attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d12+2",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.",
                    "name": "Arcane Water"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.",
                    "name": "Arcane Absorption"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.",
                    "name": "Arcane Pool"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.",
                    "name": "Water Walker"
                }
            ],
            "spell_list": [],
            "page_no": 201,
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        },
        {
            "slug": "monarch-skeleton",
            "desc": "",
            "name": "Monarch Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The monarch skeleton makes two dreadblade attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Dreadblade"
                },
                {
                    "desc": "Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.",
                    "name": "Grasp of the Grave (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Master Tactician"
                },
                {
                    "desc": "As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.",
                    "name": "Sovereign's Command"
                },
                {
                    "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.",
                    "name": "Turning Defiance"
                }
            ],
            "spell_list": [],
            "page_no": 249,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_monarch-skeleton/"
        },
        {
            "slug": "mytholabe",
            "desc": "",
            "name": "Mytholabe",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, radiant, thunder",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from magical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "passive Perception 13",
            "languages": "understands all but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.",
                    "name": "Heroic Jab"
                },
                {
                    "desc": "The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken.",
                    "name": "Purifying Resonance (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The mytholabe is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The mytholabe has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The mytholabe's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.",
                    "name": "Melodious Recharge"
                },
                {
                    "desc": "When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.",
                    "name": "Spanner in the Works"
                },
                {
                    "desc": "If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.",
                    "name": "Sentient Transformation"
                },
                {
                    "desc": "When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.",
                    "name": "Unbearable Scraping"
                },
                {
                    "desc": "The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.",
                    "name": "Innate Spellcasting (1/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 271,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_mytholabe/"
        },
        {
            "slug": "shadow-fey-ambassador",
            "desc": "",
            "name": "Shadow Fey Ambassador",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 7,
                "deception": 13,
                "insight": 7,
                "intimidation": 9,
                "perception": 7,
                "persuasion": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The ambassador uses its Withering Stare. It then makes three rapier attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.",
                    "name": "Rapier"
                },
                {
                    "desc": "The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.",
                    "name": "Honeyed Words (Recharges after a Long Rest)"
                },
                {
                    "desc": "The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.",
                    "name": "Withering Stare"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.",
                    "name": "Shadow Traveler (5/Day)"
                },
                {
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                }
            ],
            "spell_list": [],
            "page_no": 145,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "shadow-river-lord",
            "desc": "",
            "name": "Shadow River Lord",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "swim": 60,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.",
                    "name": "Greenfire Staff"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "desc": "Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.",
                    "name": "Shadowfrost Bolt"
                },
                {
                    "desc": "The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shadow Geyser (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The shadow river lord can move through a space as narrow as one inch wide without squeezing.",
                    "name": "Amorphous"
                }
            ],
            "spell_list": [],
            "page_no": 327,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "spider-drake",
            "desc": "",
            "name": "Spider Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "climb": 40,
                "fly": 80,
                "walk": 40
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 5,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The spider drake makes three attacks: one with its bite and two with its claws. It can use Web in place of its bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Poison Breath (Recharge 5-6)"
                },
                {
                    "desc": "Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.",
                    "name": "Web (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success.",
                    "name": "Sticky Secretions"
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_spider-drake/"
        },
        {
            "slug": "wickerman",
            "desc": "",
            "name": "Wickerman",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 1,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The wickerman makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "5d10",
                    "desc": "Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 27 (5d10) fire damage.",
                    "name": "Blazing Ray"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) fire damage and the target is grappled (escape DC 16). The wickerman has two fists, each of which can grapple only one target.",
                    "name": "Slam"
                },
                {
                    "desc": "The wickerman makes one slam attack against a target it is grappling. If the attack hits, the target is imprisoned inside its burning body, and the grapple ends. A creature imprisoned in the wickerman is blinded, restrained, has total cover against attacks and other effects outside the wickerman, and it takes 17 (5d6) fire damage at the start of each of the wickerman's turns. Up to 6 Medium or smaller creatures can fit inside a wickerman's body. If the wickerman takes 25 damage or more from a creature inside of it, the wickerman must succeed on a DC 14 Constitution saving throw or the creature bursts free from it. The creature falls prone in a space within 10 feet of the wickerman. If the wickerman dies, all creatures inside of it are no longer restrained by it and can escape from the burning corpse by using 15 feet of movement, exiting prone.",
                    "name": "Imprison"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the staff controlling the wickerman is broken or is not being worn or carried by a humanoid, the wickerman goes berserk. On each of its turns while berserk, the wickerman attacks the nearest creature it can see. If no creature is near enough to move to and attack, the wickerman attacks an object with preference for an object smaller than itself. Once the wickerman goes berserk, it continues to do so until it is destroyed, until a new staff is created, or until the staff is worn or carried by a humanoid.",
                    "name": "Berserk"
                },
                {
                    "desc": "A creature that touches the wickerman or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. If the wickerman's flame is ever doused, it is incapacitated until the flame is rekindled by dealing at least 10 fire damage to it.",
                    "name": "Blazing Fury"
                },
                {
                    "desc": "If the wickerman is on fire, it takes 1 cold damage for every 5 feet it moves in water or for every gallon of water splashed on it. If the wickerman takes at least 100 points of cold damage within a 1 minute period, its flame is doused.",
                    "name": "Water Susceptibility"
                }
            ],
            "spell_list": [],
            "page_no": 380,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_wickerman/"
        },
        {
            "slug": "young-wasteland-dragon",
            "desc": "",
            "name": "Young Wasteland Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "burrow": 20,
                "climb": 40,
                "fly": 70,
                "walk": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d10+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.",
                    "name": "Warped Energy Breath (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 118,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_young-wasteland-dragon/"
        },
        {
            "slug": "al-aeshmagenie-tob1-2023",
            "desc": "False",
            "name": "Al-Aeshma Genie",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 149,
            "hit_dice": "13d10 + 78",
            "speed": {
                "walk": 90,
                "fly": 30
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 22,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Auran, Common, Ignan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Dust Devil",
                    "desc": "The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained. While restrained, a creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a restrained creature, can take an action to free the restrained creature by succeeding on a DC 17 Strength check."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic\n3/day each: create or destroy water (destroy only), wind walk (as an action)\n1/day each: gaseous form, invisibility"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Air Hatred",
                    "desc": "The al-aeshma has advantage on attack rolls against creatures that are flying."
                },
                {
                    "name": "Earth Bound",
                    "desc": "The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground."
                },
                {
                    "name": "Elemental Demise",
                    "desc": "When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying."
                },
                {
                    "name": "Regeneration",
                    "desc": "The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al-aeshma dies only if it starts its turn at 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 197,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_al-aeshma-genie/"
        },
        {
            "slug": "arx-tob1-2023",
            "desc": "False",
            "name": "Arx",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10 + 72",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 8,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning, poison",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, Infernal, telepathy 60 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The arx makes two Claw attacks and one Spear attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Wall Smash",
                    "desc": "If the arx has its wall set up (see Emplace Wall), it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Emplace Wall (Recharge 3-6)",
                    "desc": "The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature's space when the arx places it, the creature must make a DC 16 Dexterity saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The arx is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The arx has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Spiky Hide",
                    "desc": "A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. This trait also applies to the arx's walls."
                }
            ],
            "spell_list": [],
            "page_no": 26,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_arx/"
        },
        {
            "slug": "bukavac-tob1-2023",
            "desc": "False",
            "name": "Bukavac",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 199,
            "hit_dice": "21d10 + 84",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "Perception": 10,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "thunder",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bukavac makes one Bite attack, one Gore attack, and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. The bukavac can have no more than two creatures grappled at a time."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Croaking Blast (Recharge 5-6)",
                    "desc": "A bukavac can emit a howling thunderclap in a 15-foot radius. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 36 (8d8) thunder damage and is deafened until cured by the lesser restoration spell or similar magic. On a success, a creature takes half the damage and isn't deafened."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The bukavac can hold its breath for 20 minutes."
                },
                {
                    "name": "Standing Leap",
                    "desc": "A bukavac's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 45,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bukavac/"
        },
        {
            "slug": "deepdrake-tob1-2023",
            "desc": "False",
            "name": "Deep Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10 + 40",
            "speed": {
                "walk": 80,
                "fly": 30
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Insight": 6,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "necrotic",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one Bite attack, two Claw attacks, and one Stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 (2d6) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action."
                },
                {
                    "name": "Enervating Breath (Recharge 5-6)",
                    "desc": "The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The drake has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_deep-drake/"
        },
        {
            "slug": "desertgiant-tob1-2023",
            "desc": "False",
            "name": "Desert Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "14d12 + 84",
            "speed": {
                "walk": 40
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 13,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 18,
            "skills": {
                "Perception": 8,
                "Stealth": 4,
                "Survival": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire",
            "condition_immunities": "False",
            "senses": "passive Perception 18",
            "languages": "Common, Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two Falchion attacks."
                },
                {
                    "name": "Falchion",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Desert Walk",
                    "desc": "Difficult terrain composed of sand or gravel doesn't cost the desert giant extra movement."
                },
                {
                    "name": "Sand Camouflage",
                    "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_desert-giant/"
        },
        {
            "slug": "devilboundgnome-tob1-2023",
            "desc": "False",
            "name": "Devilbound Gnome",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Any Evil",
            "armor_class": 17,
            "armor_desc": "Infernal Blessing",
            "hit_points": 104,
            "hit_dice": "19d6 + 38",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 11,
            "skills": {
                "Arcana": 7,
                "Deception": 9,
                "History": 7,
                "Persuasion": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "False",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Infernal, Gnomish",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Hellish Blast",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 12 (2d6 + 5) fire damage plus 9 (2d8) poison damage."
                },
                {
                    "name": "Hell's Servitors (1/Day)",
                    "desc": "The devilbound gnome magically calls 1d4 devils with a challenge rating of 4 or lower, or it calls 1 devil with a challenge rating of 6 or lower. The called Fiends arrive in 1d4 rounds, acting as allies of the gnome and obeying its spoken commands. The Fiends remain for 1 hour, until the gnome dies, or until the gnome dismisses them as a bonus action."
                },
                {
                    "name": "To Hell and Back (1/Day)",
                    "desc": "The devilbound gnome sends one creature it can see within 60 feet of it hurling through Hell. The target must make a DC 17 Wisdom saving throw. On a success, the target takes 35 (10d6) fire damage as Hell pulls on the creature. On a failure, the target is incapacitated and disappears, as it takes a quick trip through the nightmarish landscapes of Hell. At the end of the gnome's next turn, the target reappears in the space it previously occupied, or the nearest unoccupied space, and takes 55 (10d10) psychic damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The devilbound gnome casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic, minor illusion, prestidigitation\n3/day each: command, dimension door, invisibility\n1/day each: fly, haste, wall of fire"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Fiendish Sacrifice",
                    "desc": "When the devilbound gnome is reduced to 0 hp, it can sacrifice a Fiend called with the Hell's Servitor's action or sacrifice its bonded imp, preventing the damage and killing the chosen Fiend. If the gnome sacrifices its bonded imp, it loses its Infernal Blessing and Infernal Bond traits until it receives a new imp from its patron devil."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Infernal Blessing",
                    "desc": "While the devilbound gnome is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, magical darkness doesn't impede the gnome's darkvision."
                },
                {
                    "name": "Infernal Bond",
                    "desc": "The devilbound gnome is magically bound to an imp. The imp acts as an ally of the gnome's, obeying its spoken commands. The gnome can perceive through the imp's senses, speak through its mouth, and communicate with it telepathically even if the two aren't on the same plane of existence."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devilbound gnome has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 408,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_devilbound-gnome/"
        },
        {
            "slug": "eaterofdust-tob1-2023",
            "desc": "False",
            "name": "Eater of Dust",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8 + 60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Intimidation": 7,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, and Void Speech but can’t speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks."
                },
                {
                    "name": "Maw-Arm",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater 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."
                },
                {
                    "name": "Necrotic Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hungry Step",
                    "desc": "The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Maw",
                    "desc": "The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_eater-of-dust/"
        },
        {
            "slug": "ghostwalkspider-tob1-2023",
            "desc": "False",
            "name": "Ghostwalk Spider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d10 + 42",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 60 ft., passive Perception 16",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way."
                },
                {
                    "name": "Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: The target is restrained by invisible webbing. While restrained in this way, the target is invisible. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ghostwalk",
                    "desc": "The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled, paralyzed, petrified, and restrained conditions."
                },
                {
                    "name": "Incorporeal Movement (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ghostwalk-spider/"
        },
        {
            "slug": "horakh-tob1-2023",
            "desc": "False",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8 + 76",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 8,
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the horakh takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Implant Egg",
                    "desc": "If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature's eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can't use its eye and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes blinded. When the egg hatches, the young horakh erupts from the host's head, killing the host in the process."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The horakh's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 234,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_horakh/"
        },
        {
            "slug": "malakbel-tob1-2023",
            "desc": "False",
            "name": "Malakbel",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8 + 48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 17,
            "skills": {
                "Perception": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, radiant, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "truesight 30 ft., passive Perception 17",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malakbel makes two Scorching Blast attacks."
                },
                {
                    "name": "Scorching Blast",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage."
                },
                {
                    "name": "Searing Flare (Recharge 5-6)",
                    "desc": "The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel's Blistering Radiance trait must make a DC 16 Constitution saving throw. On a failure, a creature takes 13 (3d8) fire damage and 22 (4d10) radiant damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion."
                },
                {
                    "name": "Teleport",
                    "desc": "The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blistering Radiance",
                    "desc": "The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel's turns, each creature in the bright light shed by the malakbel takes 11 (2d10) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled."
                },
                {
                    "name": "Distortion",
                    "desc": "Ranged attacks against the malakbel are made with disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The malakbel has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 13,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_malakbel/"
        },
        {
            "slug": "necrohydra-tob1-2023",
            "desc": "False",
            "name": "Necrohydra",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d12 + 90",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 18,
            "skills": {
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "the languages its heads knew in life",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The necrohydra makes as many Bite attacks as it has heads."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 4 (1d8) necrotic damage."
                },
                {
                    "name": "Dreadful Dirge",
                    "desc": "The necrohydra's heads emit a cacophonous, moaning wail. Each creature that isn't a Construct or Undead within 30 feet of the necrohydra that can hear the wail must succeed on a DC 17 Wisdom saving throw or be frightened until the wail ends. The necrohydra must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the necrohydra is incapacitated. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Necrotic Bile (Recharge 6)",
                    "desc": "The necrohydra spews rotten bile soaked in necrotic energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) poison damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Multiple Heads",
                    "desc": "The necrohydra has five fleshy heads. While it has more than one head, the necrohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the necrohydra takes 25 or more damage in a single turn, one of its fleshy heads dies. If all its fleshy heads die, the necrohydra can't use Unnerving Faces and can't use or maintain Dreadful Dirge."
                },
                {
                    "name": "Reactive Heads",
                    "desc": "For each head the necrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The necrohydra doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "environments": [],
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            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_necrohydra/"
        },
        {
            "slug": "oozasis-tob1-2023",
            "desc": "False",
            "name": "Oozasis",
            "size": "Gargantuan",
            "type": "Ooze",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 7,
            "armor_desc": "",
            "hit_points": 217,
            "hit_dice": "14d20 + 70",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 5,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 20,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 9,
            "charisma_save": 5,
            "perception": 19,
            "skills": {
                "Deception": 5,
                "History": 3,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 19",
            "languages": "understands all languages but can’t speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oozasis makes three Pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The oozasis can have up to two creatures grappled at a time."
                },
                {
                    "name": "Compelling Vapors (Recharge 5-6)",
                    "desc": "The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is charmed and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The oozasis can move through a space as narrow as 1 foot wide without squeezing."
                },
                {
                    "name": "Oasis Appearance",
                    "desc": "While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "The oozasis doesn't require sleep."
                },
                {
                    "name": "Waters of Unfathomable Compulsion",
                    "desc": "A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_oozasis/"
        },
        {
            "slug": "vinelord-tob1-2023",
            "desc": "False",
            "name": "Vine Lord",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8 + 42",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine lord makes one Tendril attack and two Thorned Slam attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait)."
                },
                {
                    "name": "Thorned Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage."
                },
                {
                    "name": "Forest Protectors (1/Day)",
                    "desc": "The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Green Regeneration",
                    "desc": "While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Root Mind",
                    "desc": "The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised."
                },
                {
                    "name": "Vine Seed",
                    "desc": "A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0."
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 388,
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            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_vine-lord/"
        },
        {
            "slug": "vinetrollskeleton-tob1-2023",
            "desc": "False",
            "name": "Vine Troll Skeleton",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10 + 54",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "deafened, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage."
                },
                {
                    "name": "Poisoned Thorn",
                    "desc": "Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 10 (3d6) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait)."
                },
                {
                    "name": "Tree Bound",
                    "desc": "The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The vine troll skeleton doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 330,
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            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_vine-troll-skeleton/"
        },
        {
            "slug": "xhkarsh-tob1-2023",
            "desc": "False",
            "name": "Xhkarsh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10 + 72",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 17,
            "skills": {
                "Insight": 7,
                "Perception": 7,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "Common, Deep Speech, Undercommon, telepathy 60 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage."
                },
                {
                    "name": "Fate-Altering Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a dispel evil and good spell or similar magic."
                },
                {
                    "name": "Invisibility",
                    "desc": "The xhkarsh magically turns invisible until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is invisible with it."
                },
                {
                    "name": "Seize Strand",
                    "desc": "One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the geas spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Corruption's Bond",
                    "desc": "The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature's general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence."
                },
                {
                    "name": "Interdimensional Nature",
                    "desc": "The xhkarsh doesn't require air, food, drink, sleep, or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 400,
            "environments": [],
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            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_xhkarsh/"
        },
        {
            "slug": "youngcavedragon-tob1-2023",
            "desc": "False",
            "name": "Young Cave Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d10 + 90",
            "speed": {
                "walk": 20,
                "fly": 20,
                "burrow": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 19,
            "skills": {
                "Perception": 9,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 30 ft., tremorsense 90 ft., passive Perception 19",
            "languages": "Common, Darakhul, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Ruff Spikes",
                    "desc": "When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and be prevented from entering that space."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Darkness Shroud",
                    "desc": "The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled."
                },
                {
                    "name": "Magical Tunneler",
                    "desc": "The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake."
                },
                {
                    "name": "Spiked Climb",
                    "desc": "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction."
                }
            ],
            "spell_list": [],
            "page_no": 115,
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            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_young-cave-dragon/"
        },
        {
            "slug": "youngseadragon-tob1-2023",
            "desc": "False",
            "name": "Young Sea Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d10 + 80",
            "speed": {
                "walk": 50,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 19,
            "skills": {
                "Perception": 9,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Fin attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Fin",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The dragon deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 127,
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        },
        {
            "slug": "youngvoiddragon-tob1-2023",
            "desc": "False",
            "name": "Young Void Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d10 + 75",
            "speed": {
                "walk": 80,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 8,
            "perception": 18,
            "skills": {
                "Arcana": 10,
                "History": 10,
                "Perception": 8,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons."
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 17 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges."
                },
                {
                    "name": "Stellar Breath",
                    "desc": "The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "The dragon adds 4 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."
                },
                {
                    "name": "Expert Void Traveler",
                    "desc": "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_young-void-dragon/"
        },
        {
            "slug": "ambush_hag_bf",
            "desc": "",
            "name": "Ambush Hag",
            "size": "medium",
            "type": "Fey",
            "subtype": "",
            "group": "Hags",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 156,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 26,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 26,
            "strength_save": 3,
            "dexterity_save": 8,
            "constitution_save": 3,
            "intelligence_save": 3,
            "wisdom_save": 2,
            "charisma_save": 8,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Fey Resilience",
            "damage_immunities": "poison,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Common,Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ambush hag makes two Claw attacks or three Poison Spray attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Poison Spray",
                    "desc": "_Ranged Spell Attack:_ +8 to hit, range 60 ft., one target. _Hit:_ 22 (4d8+4) poison damage, and the target must succeed on a DC 16 STR save or be restrained until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The ambush hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 16):<br>At will: _message_, _minor illusion_, _prestidigitation_<br>3/day each: _blur_, _charm_, _hallucinatory terrain_ (as an action)<br>1/day each: _hypnotic pattern_, _major image_, _seeming_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Illusory Appearance",
                    "desc": "The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fey Resilience",
                    "desc": "The ambush hag is resistant to the charmed and unconscious conditions."
                },
                {
                    "name": "Mimicry",
                    "desc": "The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 WIS (Insight) check."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The ambush hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_ambush-hag/"
        },
        {
            "slug": "bone_devil_bf",
            "desc": "",
            "name": "Bone Devil",
            "size": "large",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 22,
            "charisma": 24,
            "strength_save": 4,
            "dexterity_save": 3,
            "constitution_save": 4,
            "intelligence_save": 5,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two Claw attacks and one Sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."
                },
                {
                    "name": "Sting",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Devilish Command",
                    "desc": "The bone devil shouts one of the following commands at one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or obey the command. A lesser devil, such as a barbed devil or lemure, has disadvantage on this save.\n- **Attack.** The target uses its reaction to make one melee or ranged attack (the devil's choice) against one creature the target can see within its weapon's range.\n- **Beg for Mercy.** The target immediately falls prone and can't cast spells with verbal components on its next turn as it is magically compelled to speak pleas of mercy.\n- **Flee.** The target uses its reaction to move up to its speed directly away from the bone devil. This movement doesn't provoke opportunity attacks, but the target doesn't avoid damaging terrain, such as lava."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bone-devil/"
        }
    ]
}