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

GET /v1/monsters/?format=api&ordering=constitution&page=32
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=constitution&page=33",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=constitution&page=31",
    "results": [
        {
            "slug": "stone-creeper",
            "desc": "This plant looks like a cluster of vines with elongated tendrils and leaves. A clear fluid drips from its thorns and spatters on the floor around it._  \n**Feed on Stone.** Stone creepers are semi-intelligent plants that feed on the mortar that holds structures together. They are commonly found in abandoned castles, ruins, and underground locations where the tunnels and chambers were reinforced with stone or brick. The stone creepers secrete acid into the mortar holding the building materials together, breaking it down quickly for easy consumption.  \n**Living Traps.** Stone creepers are typically found deeply enmeshed within stone or bricks and hidden in walls. Most creatures that initially see them assume they are ordinary vines. If there is a threat below them, they hastily withdraw from their position, dislodging the bricks or rocks that fall down upon the intruders.  \n**Semi-Social.** Stone creepers tend to live in groups of three to five. Often, they nearly encompass an entire room and feed upon it, waiting for hapless victims to enter a room. After they have consumed all the mortar and caused a collapse, they move on to new areas where they begin the process again.",
            "name": "Stone Creeper",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 30,
            "hit_dice": "4d8+12",
            "speed": {
                "walk": 30,
                "climb": 20
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 6,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "acid, poison",
            "condition_immunities": "poisoned",
            "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Thorned Vine",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) acid damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Acid-coated Thorn",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Weaken Stone",
                    "desc": "While climbing on a wall or ceiling made of worked stone, the stone creeper injects its acid into the mortar, weakening the structure. Each creature within 10 feet of the wall or in a 10-foot cube beneath the ceiling must make a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw when beneath a ceiling is also knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature, including the target, can take its action to remove the rubble and free the buried target by succeeding on a DC 10 Strength check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the stone creeper remains motionless, it is indistinguishable from an ordinary vine."
                },
                {
                    "name": "Mass of Vines",
                    "desc": "The stone creeper can move through a space as narrow as 1 foot wide without squeezing."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The stone creeper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_stone-creeper/"
        },
        {
            "slug": "tar-ooze",
            "desc": "A pool of black pitch bubbles on the ground. Skulls and bones rise to the surface with each burst of putrid air. The tar lets out a burbling hiss, as if releasing the last gasp of a creature trapped within it._  \n**Necrotic Sludge.** When a group of Open Game License",
            "name": "Tar Ooze",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 120,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tar ooze makes two pseudopod attacks. If both attacks hit the same target, the target is covered in tar (see Sticky Situation)."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Hurl Tar",
                    "desc": "Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage and the target must succeed on a DC 14 Dexterity saving throw or be covered in tar (see Sticky Situation).",
                    "attack_bonus": 2,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Hazard",
                    "desc": "When the ooze takes fire damage, it bursts into flame. The ooze continues burning until it takes cold damage or is immersed in water. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it while it is burning takes 5 (1d10) fire damage. While burning, the ooze's weapon attacks deal an extra 5 (1d10) fire damage."
                },
                {
                    "name": "Sticky Situation",
                    "desc": "A creature covered in the ooze's tar has its speed halved for 1 minute. In addition, the tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns until a creature takes an action to snuff out the flames. A creature that starts its turn covered with burning tar takes 10 (2d10) fire damage. A humanoid that dies while covered in tar rises 1 hour later as tar ghoul, unless the humanoid is restored to life or its body is destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 280,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_tar-ooze/"
        },
        {
            "slug": "tzepharion",
            "desc": "Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest._  \n**Primeval Devils.** Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by Open Game License",
            "name": "Tzepharion",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 10,
                "perception": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "understands Infernal but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tzepharion devil makes one bite attack and four claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Soul Jolt (Recharge 6)",
                    "desc": "The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain, but it can't cast spells or take any actions. The creature's body is knocked unconscious and can't be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn't return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the tzepharion's darkvision."
                },
                {
                    "name": "Eye of Rage",
                    "desc": "As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn't work on targets with an Intelligence of 6 or higher."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tzepharion has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The tzepharion has advantage on attack rolls against a creature if at least one of the devil's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 106,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_tzepharion/"
        },
        {
            "slug": "vine-drake",
            "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._  \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing.  \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome.  \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.",
            "name": "Vine Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "climb": 50,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 7,
                "nature": 3,
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Vine Lash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Speak with Plants",
                    "desc": "The drake can communicate with plants as if they shared a language."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                },
                {
                    "name": "Innate Spellcasting (2/Day)",
                    "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_vine-drake/"
        },
        {
            "slug": "wardu",
            "desc": "This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._  \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations.  \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking.  \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.",
            "name": "Wardu",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, prone",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Deep Speech but can’t speak, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wardu uses its Segmented Gaze. It then makes two proboscis attacks."
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Segmented Gaze",
                    "desc": "The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wardu has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_wardu/"
        },
        {
            "slug": "web-zombie",
            "desc": "",
            "name": "Web Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "3d8+9",
            "speed": {
                "climb": 30,
                "walk": 20
            },
            "strength": 13,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage)."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Necrotic Weapons",
                    "desc": "When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6 necrotic damage."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The web zombie ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_web-zombie/"
        },
        {
            "slug": "woe-siphon",
            "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.",
            "name": "Woe Siphon",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Siphoning Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Cause Despair",
                    "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."
                },
                {
                    "name": "Invisibility",
                    "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detect Sentience",
                    "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."
                }
            ],
            "spell_list": [],
            "page_no": 373,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_woe-siphon/"
        },
        {
            "slug": "yaojing",
            "desc": "This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.",
            "name": "Yaojing",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 202,
            "hit_dice": "27d8+81",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, deafened, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yaojing uses Blasphemer's Bane. It then makes three attacks."
                },
                {
                    "name": "Sacred Fist",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Sacred Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Blasphemer's Bane",
                    "desc": "The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."
                },
                {
                    "name": "Radiant Spin (Recharge 5-6)",
                    "desc": "The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charlatan's Bane",
                    "desc": "The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The yaojing has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The yaojing's weapon attacks are magical."
                },
                {
                    "name": "Motion Blur",
                    "desc": "If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_yaojing/"
        },
        {
            "slug": "yowler",
            "desc": "A small house cat gently purrs and twitches its tail. Suddenly it lets loose a blood-curdling yowl as it arches its back. An illusion gives way to the true creature: a rotting undead cat with glowing green eyes, long teeth, and claws like knives._  \nYowlers are undead house pets and familiars with a score to settle and a hatred of the living.  \n**Mistreated in Life.** Many house pets and familiars have terrible masters who mistreat the animals in life. When these creatures die (often as part of the master’s mistreatment), Open Game License",
            "name": "Yowler",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 3,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yowler makes two attacks: one with its bite and one with its claws. It can use Yowl in place of a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Yowl",
                    "desc": "The yowler lets loose a horrid scream. Each hostile creature within 30 feet of the yowler that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the yowler's Yowl for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Living Projection",
                    "desc": "The yowler's undead form is constantly covered with a magical illusion that makes it look like it did in life. This effect is suppressed for 1 minute if the yowler attacks or uses Yowl.\n\nThe changes wrought by this illusion fail to hold up to physical inspection. For example, the yowler's fur appears soft and silky, but someone touching it would feel the yowler's rotten fur and exposed bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the yowler's true appearance."
                }
            ],
            "spell_list": [],
            "page_no": 380,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_yowler/"
        },
        {
            "slug": "zeitgeist",
            "desc": "The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.",
            "name": "Zeitgeist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "16 in Darting Form",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion, frightened",
            "senses": "passive Perception 10",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."
                },
                {
                    "name": "Darting Rend (Darting Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Sluggish Slam (Sluggish Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tormented Scream (Recharge 5-6)",
                    "desc": "The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rewind (Recharge 4-6)",
                    "desc": "When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Darting Escape (Darting Form Only)",
                    "desc": "The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."
                },
                {
                    "name": "Timewarped Body",
                    "desc": "At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_zeitgeist/"
        },
        {
            "slug": "zouyu",
            "desc": "This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.",
            "name": "Zouyu",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 114,
            "hit_dice": "12d12+36",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 10
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+7"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Alter Luck",
                    "desc": "The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distance Runner",
                    "desc": "The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pounce",
                    "desc": "If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_zouyu/"
        },
        {
            "slug": "agnibarra",
            "desc": "",
            "name": "Agnibarra",
            "size": "Small",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d6+18",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, Ignan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "name": "Burning Claw"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "name": "Spit Fire"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren't being worn or carried ignite.",
                    "name": "Body in Flames"
                },
                {
                    "desc": "The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.",
                    "name": "Illumination"
                }
            ],
            "spell_list": [],
            "page_no": 9,
            "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_agnibarra/"
        },
        {
            "slug": "alchemist-archer",
            "desc": "",
            "name": "Alchemist Archer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The alchemist archer makes three longbow attacks or two scimitar attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.",
                    "name": "Alchemical Arrows"
                },
                {
                    "desc": "The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.",
                    "name": "Hunter's Aim"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "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_alchemist-archer/"
        },
        {
            "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": "arborcyte",
            "desc": "",
            "name": "Arborcyte",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "deafened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time.",
                    "name": "Thorn Vine"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Animated Tendril"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Whenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet.",
                    "name": "Shearing"
                }
            ],
            "spell_list": [],
            "page_no": 40,
            "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_arborcyte/"
        },
        {
            "slug": "arcanaphage",
            "desc": "",
            "name": "Arcanaphage",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from magical weapons",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "The arcanaphage makes two tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "name": "Tentacle"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.",
                    "name": "Voracious"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.",
                    "name": "Arcane Discharge"
                },
                {
                    "desc": "Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.",
                    "name": "Hunger"
                },
                {
                    "desc": "At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.",
                    "name": "Ingest Magic"
                },
                {
                    "desc": "The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.",
                    "name": "Magic Immunity"
                }
            ],
            "spell_list": [],
            "page_no": 42,
            "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_arcanaphage/"
        },
        {
            "slug": "armory-golem",
            "desc": "",
            "name": "Armory Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, 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": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The armory golem makes any two weapon attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d12+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d12+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "name": "Polearm Strike"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d8+2",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.",
                    "name": "Crossbow Barrage"
                },
                {
                    "desc": "The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.",
                    "name": "Shield Wall (Recharge 4-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.",
                    "name": "Armory Exploit"
                },
                {
                    "desc": "A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.",
                    "name": "Focus Weakness"
                },
                {
                    "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": 40,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_armory-golem/"
        },
        {
            "slug": "bearfolk-chieftain",
            "desc": "",
            "name": "Bearfolk Chieftain",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "bearfolk",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": "chain shirt, shield",
            "hit_points": 130,
            "hit_dice": "20d8+40",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 11,
                "insight": 5,
                "intimidation": 7,
                "persuasion": 4,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The bearfolk makes two attacks with its battleaxe and one with its bite.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.",
                    "name": "Battleaxe"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.",
                    "name": "Leadership (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).",
                    "name": "Brute"
                },
                {
                    "desc": "As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.",
                    "name": "Frenzy (1/rest)"
                },
                {
                    "desc": "The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.",
                    "name": "Savage Charge"
                }
            ],
            "spell_list": [],
            "page_no": 51,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_bearfolk-chieftain/"
        },
        {
            "slug": "bearmit-crab",
            "desc": "",
            "name": "Bearmit Crab",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 59,
            "hit_dice": "7d10+21",
            "speed": {
                "swim": 20,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "Passive Perception 13",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "desc": "The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "name": "Bite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.",
                    "name": "Viscid Shell"
                },
                {
                    "desc": "The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.",
                    "name": "False Appearance"
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "environments": [],
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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_bearmit-crab/"
        },
        {
            "slug": "black-sun-priestess",
            "desc": "",
            "name": "Black Sun Priestess",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "orc",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "hide armor",
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 6,
                "intimidation": 6,
                "religion": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Orc",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.",
                    "name": "Greatclub"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.",
                    "name": "Aggressive"
                },
                {
                    "desc": "Magical darkness doesn't impede the the Black Sun priestess' darkvision.",
                    "name": "Black Sun Sight"
                },
                {
                    "desc": "While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Light Sensitivity"
                },
                {
                    "desc": "The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_black-sun-priestess/"
        },
        {
            "slug": "clockwork-soldier",
            "desc": "",
            "name": "Clockwork Soldier",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 5,
            "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": {
                "athletics": 5,
                "intimidation": -3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d10+2",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.",
                    "name": "Halberd"
                },
                {
                    "desc": "The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.",
                    "name": "Overdrive Flurry (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The soldier is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.",
                    "name": "Intimidating Legions"
                },
                {
                    "desc": "The soldier has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 65,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_clockwork-soldier/"
        },
        {
            "slug": "corpse-thief",
            "desc": "",
            "name": "Corpse Thief",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 30,
            "hit_dice": "4d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "desc": "The corpse thief makes two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.",
                    "name": "Steal"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. \n* If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. \n* If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.",
                    "name": "Object Reading"
                }
            ],
            "spell_list": [],
            "page_no": 66,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_corpse-thief/"
        },
        {
            "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": "dhampir-commander",
            "desc": "",
            "name": "Dhampir Commander",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dhampir",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather, shield",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 19,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 5,
                "deception": 7,
                "intimidation": 7,
                "persuasion": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "name": "Rapier"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "name": "Shortbow"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d4+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.",
                    "name": "Dark Thirst"
                },
                {
                    "desc": "The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.",
                    "name": "Predatory Charm"
                },
                {
                    "desc": "For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur",
                    "name": "Leadership (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.",
                    "name": "Inspiring Savagery"
                },
                {
                    "desc": "The dhampir has advantage on saving throws against disease.",
                    "name": "Undead Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_dhampir-commander/"
        },
        {
            "slug": "doom-golem",
            "desc": "",
            "name": "Doom Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The doom golem makes one bite attack and one doom claw attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.",
                    "name": "Doom Claw"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "3d10+7",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.",
                    "name": "Wind of Boreas (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.",
                    "name": "Doom Upon You"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.",
                    "name": "Fear Aura"
                },
                {
                    "desc": "The doom golem sheds dim light in a 10-foot radius.",
                    "name": "Luminous Skeleton"
                },
                {
                    "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": 201,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "dracotaur",
            "desc": "",
            "name": "Dracotaur",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "burrow": 20,
                "walk": 50
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 4,
            "skills": {
                "athletics": 8,
                "intimidation": 5,
                "perception": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Elvish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning 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": "Claws"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.",
                    "name": "Longbow"
                },
                {
                    "desc": "The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.",
                    "name": "Lightning Arrow (Recharges after a Short or Long Rest)"
                },
                {
                    "desc": "The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "name": "Lightning Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.",
                    "name": "Charge"
                }
            ],
            "spell_list": [],
            "page_no": 110,
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        },
        {
            "slug": "ecstatic-bloom",
            "desc": "",
            "name": "Ecstatic Bloom",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 19,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, frightened",
            "senses": "truesight 120 ft. (blind beyond this radius), passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ecstatic bloom makes three gilded beam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "6d8",
                    "desc": "Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.",
                    "name": "Gilded Beam"
                },
                {
                    "desc": "The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.",
                    "name": "Castigate (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.",
                    "name": "Aura of Life"
                },
                {
                    "desc": "At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.",
                    "name": "Blessed Regrowth"
                },
                {
                    "desc": "Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.",
                    "name": "Foster the Trees"
                },
                {
                    "desc": "The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.",
                    "name": "Like Calls to Like"
                }
            ],
            "spell_list": [],
            "page_no": 303,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "fierstjerren",
            "desc": "",
            "name": "Fierstjerren",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, unconscious",
            "senses": "passive Perception 13",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The fierstjerren makes two sword attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "name": "Sword"
                },
                {
                    "desc": "The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn.",
                    "name": "Terrifying Glare"
                },
                {
                    "desc": "The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control.",
                    "name": "Thrall Enslavement"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage.",
                    "name": "Apotheosis"
                },
                {
                    "desc": "A fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it.",
                    "name": "Thrall Watch"
                }
            ],
            "spell_list": [],
            "page_no": 157,
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        },
        {
            "slug": "fractal-golem",
            "desc": "",
            "name": "Fractal Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 8,
            "hit_dice": "1d10+3",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "3d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.",
                    "name": "Slam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the golem is reduced to 0 hp, it explodes. Each creature within 5 feet of it, except for other fractal golems, must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) force damage and be pushed back 5 feet. Two duplicate fractal golems appear in the golem's space and the nearest unoccupied space, each with the same statistics as the original fractal golem, except one size smaller. When a Tiny duplicate of the golem is reduced to 0 hp, it explodes and doesn't duplicate. All duplicates act on the same initiative.",
                    "name": "Fractalize"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 200,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "ghost-boar",
            "desc": "",
            "name": "Ghost Boar",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "8d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Common but can't speak it",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Tusk"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.",
                    "name": "Tusk Swipe"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.",
                    "name": "Charge"
                },
                {
                    "desc": "When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.",
                    "name": "Incorporeal Jaunt"
                },
                {
                    "desc": "If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.",
                    "name": "Relentless (Recharges after a Short or Long Rest)"
                }
            ],
            "spell_list": [],
            "page_no": 169,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_ghost-boar/"
        },
        {
            "slug": "ghoulsteed",
            "desc": "",
            "name": "Ghoulsteed",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Darakhul",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "A ghoulsteed makes two bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the ghoulsteed gains 5 (1d10) temporary hp. These temporary hp stack with each other, but the ghoulsteed can only have a maximum of 10 temporary hp at one time.",
                    "name": "Bite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghoulsteed can make one bite attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "When the ghoulsteed uses the Dash action, it can Dash again as a bonus action.",
                    "name": "Sprint (3/Day)"
                },
                {
                    "desc": "If damage reduces the ghoulsteed to 0 hp, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ghoulsteed drops to 1 hp instead.",
                    "name": "Undead Fortitude"
                }
            ],
            "spell_list": [],
            "page_no": 177,
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        },
        {
            "slug": "gloomflower",
            "desc": "",
            "name": "Gloomflower",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d4+24",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 6,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "blindsight 120 ft. passive Perception 8",
            "languages": "understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The gloomflower makes two psychic strike attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "3d6",
                    "desc": "Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "name": "Psychic Strike"
                },
                {
                    "desc": "Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.",
                    "name": "Corrupting Visions (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.",
                    "name": "Blur"
                },
                {
                    "desc": "Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.",
                    "name": "Psychic Scream"
                }
            ],
            "spell_list": [],
            "page_no": 188,
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        },
        {
            "slug": "goliath-longlegs",
            "desc": "",
            "name": "Goliath Longlegs",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 162,
            "hit_dice": "12d20+36",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 13,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The goliath longlegs makes one bite attack and then as many leg attacks as it has legs. It can use its Reel in place of two leg attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "name": "Leg"
                },
                {
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
                    "name": "Paralytic Web (Recharge 5-6)"
                },
                {
                    "desc": "The goliath longlegs pulls one creature caught in its web up to 30 feet straight toward it. If the target is within 10 feet of the goliath longlegs, the goliath longlegs can make one bite attack as a bonus action.",
                    "name": "Reel"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature at least one size smaller than the goliath longlegs can travel through and finish its turn in the goliath longlegs' space.",
                    "name": "Expansive"
                },
                {
                    "desc": "While a goliath longlegs remains motionless, it is indistinguishable from other plants or trees.",
                    "name": "False Appearance"
                },
                {
                    "desc": "The goliath longlegs has advantage on Dexterity (Stealth) checks made to hide in forested terrain.",
                    "name": "Forest Camouflage"
                },
                {
                    "desc": "The goliath longlegs has eight legs. While it has more than four legs, the goliath longlegs is immune to being knocked prone or restrained. Whenever the goliath longlegs takes 20 or more damage in a single turn, one of its legs is destroyed. Each time a leg is destroyed after the fourth one, the goliath longlegs must succeed on a DC 13 Constitution saving throw or fall prone. Any creature in the goliath longlegs' space or within 5 feet of it when it falls prone must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.",
                    "name": "Vulnerable Legs"
                }
            ],
            "spell_list": [],
            "page_no": 206,
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            "document__title": "Creature Codex",
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        },
        {
            "slug": "great-mandrake",
            "desc": "",
            "name": "Great Mandrake",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d4+24",
            "speed": {
                "walk": 10
            },
            "strength": 14,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 11,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "desc": "A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.",
                    "name": "Shriek (Recharge 3-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 260,
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        },
        {
            "slug": "green-abyss-orc",
            "desc": "",
            "name": "Green Abyss Orc",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "orc",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 15,
            "hit_dice": "2d8+6",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 5,
                "athletics": 4,
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 12",
            "languages": "Orc",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.",
                    "name": "Poisoned Spear"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.",
                    "name": "Aggressive"
                },
                {
                    "desc": "While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. s",
                    "name": "Sunlight Sensitivity"
                }
            ],
            "spell_list": [],
            "page_no": 291,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_green-abyss-orc/"
        },
        {
            "slug": "gulon",
            "desc": "",
            "name": "Gulon",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The gulon makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The gulon belches a 15-foot-radius cloud of toxic gas around itself. Each creature in the area must make a DC 16 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Too Full (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The gulon can move through a space as narrow as 1 foot wide without squeezing. When it moves through an area smaller than its normal space, it excretes waste in a 5-foot cube. This waste is difficult terrain and creatures crossing through it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.",
                    "name": "Amorphous"
                },
                {
                    "desc": "The gulon has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                }
            ],
            "spell_list": [],
            "page_no": 212,
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            "v2_converted_path": "/v2/creatures/ccdx_gulon/"
        },
        {
            "slug": "ink-guardian",
            "desc": "",
            "name": "Ink Guardian",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 7,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, slashing, thunder",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "As a Medium or Large creature, the ink guardian makes two pseudopod attacks",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.",
                    "name": "Pseudopod"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ink guardian can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "When activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large.\n\nWhen the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp, and is immune to damage that isn't bludgeoning. If the bottle is destroyed, the ink guardian dies and can't rejuvenate.",
                    "name": "Bottled Rejuvenation"
                },
                {
                    "desc": "A creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn't harm metal, wood, or paper.",
                    "name": "Selectively Caustic"
                },
                {
                    "desc": "When the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage. When the ink guardian is reduced to 0 hp, it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.",
                    "name": "Volatile"
                }
            ],
            "spell_list": [],
            "page_no": 285,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_ink-guardian/"
        },
        {
            "slug": "keg-golem",
            "desc": "",
            "name": "Keg Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Ale Blast (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.",
                    "name": "Empty Keg"
                },
                {
                    "desc": "The keg golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The keg golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.",
                    "name": "Rolling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 201,
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        },
        {
            "slug": "kryt",
            "desc": "",
            "name": "Kryt",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "kryt",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 25
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 18,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The kryt makes three attacks: one with its bite and two with its quarterstaff.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.",
                    "name": "Quarterstaff"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature's death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction.",
                    "name": "Haunting Vision"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The kryt can hold its breath for 15 minutes.",
                    "name": "Hold Breath"
                },
                {
                    "desc": "The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.",
                    "name": "Prophetic Vision (1/Turn)"
                }
            ],
            "spell_list": [],
            "page_no": 243,
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        },
        {
            "slug": "kulmking",
            "desc": "",
            "name": "Külmking",
            "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 külmking 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 külmking 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 külmking 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 külmking 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 külmking. 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 külmking's Corruption for the next 24 hours.",
                    "name": "Corruption"
                },
                {
                    "desc": "The külmking 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 külmking 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 külmking can make one hooves attack against it as a bonus action.",
                    "name": "Trampling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "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_kulmking/"
        },
        {
            "slug": "labyrinth-keeper",
            "desc": "",
            "name": "Labyrinth Keeper",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The minotaur labyrinth keeper makes two attacks: one with its gore and one with its shortsword.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "name": "Gore"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "name": "Shortsword"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the labyrinth keeper moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.",
                    "name": "Charge"
                },
                {
                    "desc": "The minotaur labyrinth keeper can perfectly recall any path it has traveled.",
                    "name": "Labyrinthine Recall"
                },
                {
                    "desc": "At the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.",
                    "name": "Reckless Caster"
                },
                {
                    "desc": "The minotaur labyrinth keeper's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: acid arrow, fire bolt, locate object, misty step\n2/day each: inflict wounds, stone shape",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 267,
            "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_labyrinth-keeper/"
        },
        {
            "slug": "lord-zombie",
            "desc": "",
            "name": "Lord Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n\nA humanoid slain by this attack rises 24 hours later as a zombie under the lord's control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time.",
                    "name": "Life Drain"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The zombie lord 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. It regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack. Life Drain (Costs 2 Actions). The lord makes a life drain attack. Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control.",
                    "name": "Shambling Hordes"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the lord fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the lord's Stench for 24 hours.",
                    "name": "Stench"
                },
                {
                    "desc": "If damage reduces the lord to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lord drops to 1 hp instead.",
                    "name": "Undead Fortitude"
                }
            ],
            "spell_list": [],
            "page_no": 26,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_lord-zombie/"
        },
        {
            "slug": "lystrosaurus",
            "desc": "",
            "name": "Lystrosaurus",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "burrow": 5,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.",
                    "name": "Ram"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "3d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.",
                    "name": "Bite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the lystrosaurus moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lystrosaurus can make one bite attack against it immediately as a bonus action.",
                    "name": "Headbutt"
                }
            ],
            "spell_list": [],
            "page_no": 108,
            "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_lystrosaurus/"
        },
        {
            "slug": "mandrake",
            "desc": "",
            "name": "Mandrake",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "walk": 5
            },
            "strength": 10,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "-",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "attack_bonus": 2,
                    "damage_dice": "2d4",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "All creatures within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 5 (2d4) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.",
                    "name": "Shriek (Recharge 4-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 260,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_mandrake/"
        },
        {
            "slug": "matriarch-serpentine-lamia",
            "desc": "",
            "name": "Matriarch Serpentine Lamia",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "climb": 20,
                "swim": 20,
                "walk": 40
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "intimidation": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Abyssal, Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The matriarch serpentine lamia makes three attacks, but can use her constrict and Debilitating Touch attacks only once each.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the matriarch can automatically hit the target with her constrict, and the she can't constrict another target.",
                    "name": "Constrict"
                },
                {
                    "desc": "Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks.",
                    "name": "Debilitating Touch"
                },
                {
                    "desc": "One humanoid the matriarch serpentine lamia can see within 30 feet of her must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys the matriarch's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to the matriarch's Seduce for the next 24 hours. The matriarch can have only one target seduced at a time. If it seduces another, the effect on the previous target ends.",
                    "name": "Seduce"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The matriarch serpentine lamia has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies.",
                    "name": "Serpent Strike"
                },
                {
                    "desc": "The matriarch serpentine lamia has advantage on saving throws and ability checks against being knocked prone.",
                    "name": "Snake Body"
                },
                {
                    "desc": "The matriarch serpentine lamia can communicate with snakes as if they shared a language.",
                    "name": "Speak with Snakes"
                },
                {
                    "desc": "The matriarch serpentine lamia's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: animal friendship (snakes only), disguise self (any humanoid form), suggestion\n3/day each: animal messenger (snakes only), charm person, hypnotic pattern, moonbeam\n1/day each: compulsion, vampiric touch",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 249,
            "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_matriarch-serpentine-lamia/"
        },
        {
            "slug": "mold-zombie",
            "desc": "",
            "name": "Mold Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The zombie makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).",
                    "name": "Plague Breath (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the zombie is reduced to 0 hp and doesn't survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).",
                    "name": "Spore Death"
                },
                {
                    "desc": "If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.",
                    "name": "Undead Fortitude"
                }
            ],
            "spell_list": [],
            "page_no": 394,
            "environments": [],
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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_mold-zombie/"
        },
        {
            "slug": "orthrus",
            "desc": "",
            "name": "Orthrus",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "understands Common but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The orthrus makes three bite attacks: two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "name": "Bite (Canine Head)"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned.",
                    "name": "Bite (Snake Head)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The orthrus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.",
                    "name": "Three-Headed"
                },
                {
                    "desc": "While the orthrus sleeps, at least one of its heads is awake.",
                    "name": "Wakeful"
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "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_orthrus/"
        },
        {
            "slug": "oth",
            "desc": "",
            "name": "Oth",
            "size": "Large",
            "type": "Aberration",
            "subtype": "shoth",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "climb": 10,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "arcana": 3,
                "perception": 5,
                "persuasion": 7,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 15",
            "languages": "all, telepathy 100 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The oth makes two oozing slam attacks or one oozing slam and one greatsword attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.",
                    "name": "Oozing Slam"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "4d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.",
                    "name": "Greatsword (Paladin of Shoth Only)"
                },
                {
                    "desc": "A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.",
                    "name": "Merge"
                },
                {
                    "desc": "The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.",
                    "name": "Spray (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "Choose either the Dripping Arcanist or Paladin of Shoth trait. \n* Dripping Arcanist. The oth's innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components: _\nCantrip (at will): fire bolt (2d10), light, thaumaturgy _\n3/day each: command, mage armor, magic missile _\n2/day each: augury, detect thoughts _\n1/day: fireball\n* Paladin of Shoth. The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.",
                    "name": "Multiple Roles"
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "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_oth/"
        },
        {
            "slug": "pact-lich",
            "desc": "",
            "name": "Pact Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 195,
            "hit_dice": "26d8+78",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The pact lich makes four enhanced eldritch blast attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "desc": "Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Maddening Touch"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "1d10+5",
                    "desc": "Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.",
                    "name": "Enhanced Eldritch Blast"
                },
                {
                    "desc": "The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.",
                    "name": "Hurl Through Hell (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The pact 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 lich casts a spell it can cast at will.",
                    "name": "At Will Spell"
                },
                {
                    "desc": "The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.",
                    "name": "Fiendish Resilience"
                },
                {
                    "desc": "The pact lich uses its Maddening Touch.",
                    "name": "Maddening Touch (Costs 2 Actions)"
                },
                {
                    "desc": "The lich entreats its patron for aid, regaining all expended spells.",
                    "name": "Eldritch Master (Costs 3 Actions, 1/Day)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the pact lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.",
                    "name": "One With Shadows"
                },
                {
                    "desc": "When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.",
                    "name": "Patron's Blessing"
                },
                {
                    "desc": "If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.",
                    "name": "Pact Rejuvenation"
                },
                {
                    "desc": "The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "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_pact-lich/"
        },
        {
            "slug": "pech-lithlord",
            "desc": "",
            "name": "Pech Lithlord",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "16d6+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Terran, Undercommon",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The pech lithlord makes three attacks: two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned 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": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "name": "Pick"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.",
                    "name": "Hammer"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Light Sensitivity"
                },
                {
                    "desc": "As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.",
                    "name": "One with the Stone (Recharges after a Short or Long Rest)"
                },
                {
                    "desc": "The pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). The pech lithlord can innately cast the following spells, requiring no material components:\nAt will: mending, thunderwave (4d8)\n3/day: shatter (4d8)\n1/day: meld into stone, stone shape",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_pech-lithlord/"
        }
    ]
}