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

GET /v1/monsters/?format=api&ordering=dexterity&page=6
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=dexterity&page=7",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=dexterity&page=5",
    "results": [
        {
            "slug": "shambling_mound_bf",
            "desc": "",
            "name": "Shambling Mound",
            "size": "large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 4,
            "dexterity_save": -1,
            "constitution_save": 3,
            "intelligence_save": -3,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold,fire,Plant Resilience",
            "damage_immunities": "lightning,blinded,deafened",
            "condition_immunities": "",
            "senses": "keensense 60 ft. (can't sense beyond this radius)",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Engulf",
                    "desc": "The shambling mound engulfs a Medium or smaller creature grappled by it. In addition to being grappled, the engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 CON save at the start of each of the mound's turns or take 4 (1d8) bludgeoning damage and 3 (1d6) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains HP equal to the lightning damage dealt."
                },
                {
                    "name": "Plant Resilience",
                    "desc": "The shambling mound is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."
                },
                {
                    "name": "Rotting Vegetation",
                    "desc": "The shambling mound emits the smell of rotting vegetation. A creature that starts its turn within 10 feet of the shambling mound must succeed on a DC 14 CON save or be poisoned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_shambling-mound/"
        },
        {
            "slug": "shield_guardian_bf",
            "desc": "",
            "name": "Shield Guardian",
            "size": "large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 139,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 2,
            "strength_save": 4,
            "dexterity_save": -1,
            "constitution_save": 4,
            "intelligence_save": -2,
            "wisdom_save": 2,
            "charisma_save": -4,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "Construct Resilience",
            "condition_immunities": "",
            "senses": "keensense 10 ft., darkvision 60 ft.",
            "languages": "understands the languages of its creator and the languages of the wearer of its amulet but can't speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shield guardian makes two Runed Fist attacks, or it makes three Rune Bolt attacks."
                },
                {
                    "name": "Runed Fist",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 14 (4d8) force damage."
                },
                {
                    "name": "Rune Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 16 (4d6+2) force damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Protective Step",
                    "desc": "The guardian teleports up to 60 feet to an unoccupied space it can see within 5 feet of the amulet's wearer."
                }
            ],
            "reactions": [
                {
                    "name": "Shield",
                    "desc": "When a creature the guardian can see makes an attack against the amulet's wearer, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bound",
                    "desc": "The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the guardian knows the distance and direction to the amulet's wearer, and the amulet's wearer can telepathically call the guardian, teleporting the guardian to an unoccupied space within 5 feet of the wearer after 1 minute. In addition, if the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is taken by the guardian instead."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The shield guardian doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Construct Resilience",
                    "desc": "The shield guardian is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."
                },
                {
                    "name": "Regeneration",
                    "desc": "The shield guardian regains 10 HP at the start of its turn if it has at least 1 HP."
                },
                {
                    "name": "Spell Storing",
                    "desc": "A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell, using the appropriate action required by the spell, with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_shield-guardian/"
        },
        {
            "slug": "stone_golem_bf",
            "desc": "",
            "name": "Stone Golem",
            "size": "large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 176,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 28,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 5,
            "dexterity_save": -1,
            "constitution_save": 9,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -5,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "Golem Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage."
                },
                {
                    "name": "Slow (Recharge 6)",
                    "desc": "The golem shares the plodding perception of timeless stone with those nearby, slowing all life to a crawl. Each creature within 10 feet of the golem must make a DC 17 WIS save. On a failure, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Rearrange Stone",
                    "desc": "The stone golem rearranges some of the stone comprising its body, choosing one of the following arrangements. The arrangement lasts until the golem ends the effect as a bonus action, uses this bonus action again, or until it is incapacitated.\n- **Jagged Stones.** The golem turns several of the stones on its body to point outward. Its AC is reduced by 2, and each time a creature within 5 feet of the golem hits it with a melee attack, the attacker takes 5 (2d4) piercing damage.\n- **Protective Slabs.** The golem slides several flat stones around its body to protect its vulnerable areas. Its speed is reduced by 10 feet, and each time it takes damage, the damage is reduced by 5 (2d4)."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Golem Resilience",
                    "desc": "The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_stone-golem/"
        },
        {
            "slug": "treant_bf",
            "desc": "",
            "name": "Treant",
            "size": "huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 185,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 28,
            "intelligence": 12,
            "wisdom": 24,
            "charisma": 12,
            "strength_save": 6,
            "dexterity_save": -1,
            "constitution_save": 9,
            "intelligence_save": 1,
            "wisdom_save": 7,
            "charisma_save": 1,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning,piercing,Plant Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 ft.",
            "languages": "Common,Druidic,Elvish,Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes three Slam attacks, or it makes two Throw Rock attacks. If two Slam attacks hit one creature, the target must succeed on a DC 17 STR save or be knocked prone."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+6) bludgeoning damage."
                },
                {
                    "name": "Throw Rock",
                    "desc": "_Ranged Weapon Attack:_ +10 to hit, range 60/180 ft., one target. _Hit:_ 33 (5d10+6) bludgeoning damage."
                },
                {
                    "name": "Animate Trees (1/Day)",
                    "desc": "The treant magically animates 2 trees or 2d6 shrubs it can see within 60 feet of it. The trees use the statistics of an **awakened tree**, and the shrubs use the statistics of an **awakened shrub**. The animated plants act as allies of the treant, obeying its spoken commands. The plants remain for 1 hour, until the treant dies, or until the treant dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Halt Intruders",
                    "desc": "The treant calls to the roots beneath up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 STR save or be restrained by roots until the end of its next turn. The treant can target only creatures in contact with the ground and can't target creatures in contact with a manufactured floor, such as the wooden floor of a building."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the treant remains motionless, it is indistinguishable from a normal tree."
                },
                {
                    "name": "Plant Resilience",
                    "desc": "The treant is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                },
                {
                    "name": "Speak with Plants",
                    "desc": "The treant can communicate with Plants and nonmagical plants as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_treant/"
        },
        {
            "slug": "triceratops_bf",
            "desc": "",
            "name": "Triceratops",
            "size": "huge",
            "type": "Beast",
            "subtype": "",
            "group": "Dinosaurs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "",
            "speed": {
                "walk": 50
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 6,
            "dexterity_save": -1,
            "constitution_save": 3,
            "intelligence_save": -4,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The triceratops makes two Gore attacks."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."
                },
                {
                    "name": "Stomp",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one prone creature. _Hit:_ 17 (2d10+6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Warning Bugle",
                    "desc": "The triceratops emits a piercing call in a 30-foot cone, signaling its impending attack. Each creature in the area must succeed on a DC 14 WIS save or be frightened until the end of its next turn. If the triceratops uses this bonus action before moving the requisite 20 feet for Trampling Charge, the target of its charge has disadvantage on this save, and the triceratops can make a Stomp attack against the prone target without needing to use a bonus action, provided the target fails the STR save from the charge."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hardy",
                    "desc": "Any critical hit against the dinosaur becomes a normal hit."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If the triceratops moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the triceratops can make one Stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_triceratops/"
        },
        {
            "slug": "aboleth",
            "desc": "",
            "name": "Aboleth",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d10+36",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 8,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "history": 12,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth makes three tentacle attacks."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6",
                    "damage_bonus": 5
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6",
                    "damage_bonus": 5
                },
                {
                    "name": "Enslave (3/day)",
                    "desc": "The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The aboleth 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 aboleth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The aboleth makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Swipe",
                    "desc": "The aboleth makes one tail attack."
                },
                {
                    "name": "Psychic Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Mucous Cloud",
                    "desc": "While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater."
                },
                {
                    "name": "Probing Telepathy",
                    "desc": "If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "environments": [
                "Underdark",
                "Sewer",
                "Caverns",
                "Plane Of Water",
                "Water"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/aboleth.png",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_aboleth/"
        },
        {
            "slug": "clay-golem",
            "desc": "",
            "name": "Clay Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 8,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Haste (Recharge 5-6)",
                    "desc": "Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Acid Absorption",
                    "desc": "Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."
                },
                {
                    "name": "Berserk",
                    "desc": "Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_clay-golem/"
        },
        {
            "slug": "elephant",
            "desc": "",
            "name": "Elephant",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d12+24",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 11,
            "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": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10",
                    "damage_bonus": 6
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "environments": [
                "Desert",
                "Jungle",
                "Grassland",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_elephant/"
        },
        {
            "slug": "fire-giant",
            "desc": "",
            "name": "Fire Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 162,
            "hit_dice": "13d12+78",
            "speed": {
                "walk": 30
            },
            "strength": 25,
            "dexterity": 9,
            "constitution": 23,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "athletics": 11,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "passive Perception 16",
            "languages": "Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "6d6",
                    "damage_bonus": 7
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "4d10",
                    "damage_bonus": 7
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 312,
            "environments": [
                "Underdark",
                "Desert",
                "Mountains",
                "Mountain",
                "Plane Of Fire",
                "Settlement"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_fire-giant/"
        },
        {
            "slug": "flesh-golem",
            "desc": "",
            "name": "Flesh Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "neutral",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "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": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Berserk",
                    "desc": "Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."
                },
                {
                    "name": "Aversion of Fire",
                    "desc": "If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_flesh-golem/"
        },
        {
            "slug": "frost-giant",
            "desc": "",
            "name": "Frost Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "patchwork armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 9,
            "constitution": 21,
            "intelligence": 9,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "athletics": 9,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greataxe attacks."
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12",
                    "damage_bonus": 6
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d10",
                    "damage_bonus": 6
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 313,
            "environments": [
                "Shadowfell",
                "Mountains",
                "Mountain",
                "Tundra",
                "Arctic"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_frost-giant/"
        },
        {
            "slug": "giant-crocodile",
            "desc": "",
            "name": "Giant Crocodile",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "9d12+27",
            "speed": {
                "walk": 30,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "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": "passive Perception 10",
            "languages": "",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The crocodile makes two attacks: one with its bite and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "damage_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The crocodile can hold its breath for 30 minutes."
                }
            ],
            "spell_list": [],
            "page_no": 374,
            "environments": [
                "Swamp",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_giant-crocodile/"
        },
        {
            "slug": "iron-golem",
            "desc": "",
            "name": "Iron Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8",
                    "damage_bonus": 7
                },
                {
                    "name": "Sword",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d10",
                    "damage_bonus": 7
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "10d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_iron-golem/"
        },
        {
            "slug": "mammoth",
            "desc": "A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.",
            "name": "Mammoth",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "11d12+55",
            "speed": {
                "walk": 40
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 21,
            "intelligence": 3,
            "wisdom": 11,
            "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": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d8",
                    "damage_bonus": 7
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d10",
                    "damage_bonus": 7
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 384,
            "environments": [
                "Tundra",
                "Arctic"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_mammoth/"
        },
        {
            "slug": "stone-golem",
            "desc": "",
            "name": "Stone Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Slow (Recharge 5-6)",
                    "desc": "The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "environments": [
                "Any"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_stone-golem/"
        },
        {
            "slug": "triceratops",
            "desc": "",
            "name": "Triceratops",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": "Dinosaurs",
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d12+30",
            "speed": {
                "walk": 50
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10",
                    "damage_bonus": 6
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [
                "Jungle",
                "Swamp",
                "Grassland",
                "Mountains"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_triceratops/"
        },
        {
            "slug": "aboleth-nihilith",
            "desc": "",
            "name": "Aboleth, Nihilith",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d10+36",
            "speed": {
                "hover": true,
                "walk": 10,
                "swim": 40,
                "fly": 50
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 8,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "history": 12,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in."
                },
                {
                    "name": "Tentacle (Material Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Withering Touch (Ethereal Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Form Swap",
                    "desc": "As a bonus action, the nihileth can alter between its material and ethereal forms at will."
                },
                {
                    "name": "Tail (Material Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Enslave (3/day)",
                    "desc": "The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half."
                }
            ],
            "legendary_desc": "A nihileth 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 nihileth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The aboleth makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Swipe",
                    "desc": "The aboleth makes one tail attack."
                },
                {
                    "name": "Psychic Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."
                }
            ],
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth 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 nihileth drops to 1 hit point instead."
                },
                {
                    "name": "Dual State",
                    "desc": "A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet."
                },
                {
                    "name": "Void Aura",
                    "desc": "The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura."
                },
                {
                    "name": "Infecting Telepathy",
                    "desc": "If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack."
                },
                {
                    "name": "Nihileth's Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected."
                }
            ],
            "spell_list": [],
            "page_no": 8,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_aboleth-nihilith/"
        },
        {
            "slug": "eye-golem",
            "desc": "_An eye golem is muscular giant, well-proportioned with smooth, marble-white skin covered in eye-like sigils. When it opens one of its eyes opens for a moment, a beam as bright as the sun shines forth, piercing the darkness._  \n**Covered in Arcana.** Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes.  \n**Blinds Victims.** An eye golem rarely kills its victims, but leaves them blinded, wandering and tormented, seeing only visions of the eye golem flashing through their memory. This drives some mad while others instead choose to serve the golem, becoming devoted to the one who still holds sight.  \n**All Eyes Open.** When killed, an eye golem does not simply fall down dead. All of its eyes open at once, a deafening bellow is heard for miles, and a blinding burst of light shines from the body. When the light and noise stop, hundreds of perfectly preserved eyeballs are left on the ground, still warm and fresh and without scars or damage. Thin beams of arcane energy connecting the eyes to their owners can be detected with a successful DC 25 Intelligence (Arcana) check. Those who wield the central eye once the golem is slain can use it to restore stolen eyes to their victims.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.",
            "name": "Eye Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 11,
            "charisma": 1,
            "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": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhausted, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 120 ft., passive Perception 18",
            "languages": "understands the language of its creator, but can't speak",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two melee attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Gaze of Ancient Light (Recharge 6)",
                    "desc": "The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn."
                },
                {
                    "name": "Primal Voice of Doom (1/Day)",
                    "desc": "The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected."
                },
                {
                    "name": "Shoot into the Sun (1 minute/day)",
                    "desc": "When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 233,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_eye-golem/"
        },
        {
            "slug": "gearforged-templar",
            "desc": "_The bronze and mithral figure advances with heavy movements. Its eye lenses glare dark blue, and gears click when it swings its glaive._  \nAn intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the champion is a paragon among them.  \n**Tireless Defender.** The gearforged templar is relentless in pursuit of its duty. More so then other gearforged, the champion’s mindset becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility.  \n**Constructed Nature.** The gearforged templar doesn’t require food, drink, air, or sleep.",
            "name": "Gearforged Templar",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "gearforged",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "plate armor",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, exhaustion, poisoned",
            "senses": "passive Perception 13",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gearforged templar makes three attacks with its glaive."
                },
                {
                    "name": "Glaive",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Javelin",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Whirlwind (recharge 5-6)",
                    "desc": "The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Defensive Zone",
                    "desc": "The gearforged templar can make an opportunity attack when a creature enters its reach."
                },
                {
                    "name": "Onslaught",
                    "desc": "As a bonus action, the gearforged can make a Shove attack."
                }
            ],
            "spell_list": [],
            "page_no": 210,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_gearforged-templar/"
        },
        {
            "slug": "mallqui",
            "desc": "_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._  \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days.  \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals.  \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them.  \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.",
            "name": "Mallqui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "history": 3,
                "insight": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mallqui can use its xeric aura and makes two attacks with its desiccating touch."
                },
                {
                    "name": "Desiccating Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "5d6"
                },
                {
                    "name": "Xeric Aura",
                    "desc": "All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it."
                },
                {
                    "name": "Xeric Blast",
                    "desc": "Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall"
                },
                {
                    "name": "Water Sensitivity",
                    "desc": "the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above"
                }
            ],
            "spell_list": [],
            "page_no": 282,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mallqui/"
        },
        {
            "slug": "ngobou",
            "desc": "_This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth._  \n_**Hatred of Elephants.**_ Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage.  \n_**Poor Beasts of War.**_ Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently.  \n_**Trample Crops.**_ Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well.",
            "name": "Ngobou",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "6d10"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action."
                },
                {
                    "name": "Elephants' Bane",
                    "desc": "The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours."
                },
                {
                    "name": "Spikes",
                    "desc": "A creature that grapples an ngobou takes 9 (2d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 115,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ngobou/"
        },
        {
            "slug": "salt-golem",
            "desc": "_A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step._  \n**Coastal Druids.** These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard.  \n**Crystalline and Silent.** A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator.  \n**Valuable Remains.** A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.",
            "name": "Salt Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "5d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blinding Salt Spray",
                    "desc": "Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_salt-golem/"
        },
        {
            "slug": "spinosaurus",
            "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.",
            "name": "Spinosaurus",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "14d20+84",
            "speed": {
                "walk": 60,
                "swim": 40
            },
            "strength": 27,
            "dexterity": 9,
            "constitution": 22,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "-",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.",
                    "attack_bonus": 13,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The spinosaurus moves up to half its speed."
                },
                {
                    "name": "Roar",
                    "desc": "The spinosaurus uses Frightful Presence."
                },
                {
                    "name": "Tail Attack (Costs 2 Actions)",
                    "desc": "The spinosaurus makes one tail attack."
                }
            ],
            "special_abilities": [
                {
                    "name": "Tamed",
                    "desc": "The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The spinosaurus deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spinosaurus/"
        },
        {
            "slug": "abbanith-giant",
            "desc": "This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._  \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor.  \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature.  \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License",
            "name": "Abbanith Giant",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d10+27",
            "speed": {
                "burrow": 30,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 120 ft., passive Perception 11",
            "languages": "Giant, Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abbanith giant makes two thumb claw attacks."
                },
                {
                    "name": "Thumb Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Earth Counter (Recharge 6)",
                    "desc": "When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "One with the Earth",
                    "desc": "The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone."
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "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_abbanith-giant/"
        },
        {
            "slug": "avalanche-screamer",
            "desc": "Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature._  \n**Primordial Beings.** Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities.  \n**Devious Hunter.** A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them.  \n**Summer Hibernation.** Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.",
            "name": "Avalanche Screamer",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "burrow": 20,
                "walk": 40,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "bludgeoning, thunder",
            "condition_immunities": "frightened, prone",
            "senses": "tremorsense 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The avalanche screamer makes three attacks: one with its bite and two with its legs."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Leg",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Scream (Recharge 5-6)",
                    "desc": "The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Snow Camouflage",
                    "desc": "The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 35,
            "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_avalanche-screamer/"
        },
        {
            "slug": "cackling-skeleton",
            "desc": "The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Cackling Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 26,
            "hit_dice": "4d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Mock (Recharge 5-6)",
                    "desc": "The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cackle",
                    "desc": "The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."
                },
                {
                    "name": "Turn Vulnerability",
                    "desc": "The cackling skeleton has disadvantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "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_cackling-skeleton/"
        },
        {
            "slug": "clockwork-archon",
            "desc": "The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Archon",
            "size": "Gargantuan",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 201,
            "hit_dice": "13d20+65",
            "speed": {
                "walk": 30,
                "hover": true,
                "fly": 60
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork archon makes two attacks with its transforming weapon."
                },
                {
                    "name": "Transforming Weapon",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.",
                    "attack_bonus": 11,
                    "damage_dice": "4d10+7"
                },
                {
                    "name": "Fire from Heaven (Recharge 5-6)",
                    "desc": "The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Armored Transport",
                    "desc": "The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork archon is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork archon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The clockwork archon deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 65,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_clockwork-archon/"
        },
        {
            "slug": "ice-elemental",
            "desc": "A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License",
            "name": "Ice Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "burrow": 30,
                "climb": 20,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ice elemental makes two ice claw attacks."
                },
                {
                    "name": "Ice Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+4"
                },
                {
                    "name": "Encase in Ice",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Glide",
                    "desc": "The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Splinter",
                    "desc": "A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ice-elemental/"
        },
        {
            "slug": "ogrepede",
            "desc": "The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._  \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.  \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults.  \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties.  \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable.  \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.",
            "name": "Ogrepede",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d12+45",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 5,
            "wisdom": 5,
            "charisma": 3,
            "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": "charmed, exhaustion, poisoned, prone",
            "senses": "darkvision 90 ft., passive Perception 7",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ogrepede makes two attacks: one with its bite and one with its slam."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Haphazard Charge",
                    "desc": "If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn."
                },
                {
                    "name": "Overwhelming Assault",
                    "desc": "When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede 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 ogrepede's Overwhelming Assault for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "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_ogrepede/"
        },
        {
            "slug": "resinous-frog",
            "desc": "Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs’ limited regenerative capabilities allow them to regrow lost tongues.",
            "name": "Resinous Frog",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 19,
            "hit_dice": "3d6+9",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 11,
            "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": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Tongue",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the creature is Medium or smaller, it is grappled (escape DC 12), and the frog can't make tongue attacks against other targets.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Adhesive Skin",
                    "desc": "The resinous frog adheres to anything that touches it. A Medium or smaller creature adhered to the frog is also grappled by it (escape DC 12). When the frog moves, any Small or smaller creature it is grappling moves with it.\n\nIn addition, when a creature hits the frog with a weapon, it must succeed on a DC 12 Strength saving throw or the weapon sticks to the frog. A stuck weapon can't be used. A creature can take its action to remove one creature or object from the frog by succeeding on a DC 12 Strength check.\n\nAs a bonus action, the frog can release one creature or weapon stuck to it. The frog can't be affected by another resinous frog's Adhesive Skin."
                },
                {
                    "name": "Detach Tongue",
                    "desc": "As a bonus action, the resinous frog can detach its tongue and move up to half its speed without provoking opportunity attacks. If it was grappling a creature with its tongue, the creature is freed. Its tongue regrows by the time it finishes a short or long rest."
                },
                {
                    "name": "Easy Prey",
                    "desc": "The resinous frog has advantage on bite attack rolls against any creature grappled by it."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "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_resinous-frog/"
        },
        {
            "slug": "swamp-lily",
            "desc": "This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots._  \n**Deceivingly Delectable.** Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin.  \n**Wandering Menace.** After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast.  \n**Grove Guardians.** Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.",
            "name": "Swamp Lily",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 15
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 17,
            "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": "blinded, deafened, poisoned",
            "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The swamp lily makes two root attacks."
                },
                {
                    "name": "Root",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Fake Feast",
                    "desc": "The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated.\n\nWhile charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily's banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily's Fake Feast for the next 24 hours.\n\nIf the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Discern Food Preferences",
                    "desc": "The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature's favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily's Fake Feast action."
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "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_swamp-lily/"
        },
        {
            "slug": "dinosaur-therizinosaurus",
            "desc": "",
            "name": "Dinosaur, Therizinosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d12+30",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 7,
            "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": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one target, 18 (3d8+5) slashing damage and the target must make DC 16 Str save or be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Relentless (Recharge: Short/Long Rest)",
                    "desc": "If therizinosaurus would take 20 or less damage that would reduce it to less than 1 hp it is reduced to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 126,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_dinosaur-therizinosaurus/"
        },
        {
            "slug": "dinosaur-thundercall-hadrosaur",
            "desc": "",
            "name": "Dinosaur, Thundercall Hadrosaur",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "deafened",
            "senses": "passive Perception 15",
            "languages": "—",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 23 (3d10+7) bludgeoning damage and the target must make DC 16 Str save or be knocked prone."
                },
                {
                    "name": "Thunderous Bellow (Recharge 5-6)",
                    "desc": "The thundercall hadrosaur unleashes a ground-shattering bellow in a 120' cone. All in area make a DC 16 Con save. On a failure a creature takes 38 (7d10) thunder and is knocked prone. On a success a creature takes half the damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sonic Shield",
                    "desc": "The hadrosaur adds 4 to its AC vs. one ranged attack that would hit it. To do so the hadrosaur must see the attacker and not be in an area of magical silence."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                }
            ],
            "spell_list": [],
            "page_no": 126,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_dinosaur-thundercall-hadrosaur/"
        },
        {
            "slug": "drake-riptide",
            "desc": "",
            "name": "Drake, Riptide",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10+110",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned, unconscious",
            "senses": "blindsight 120', darkvision 60', passive Perception 17",
            "languages": "Aquan, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Sonic Pulses or one Bite and two Slams."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage."
                },
                {
                    "name": "Sonic Pulse",
                    "desc": "Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater."
                },
                {
                    "name": "Buffeting Blast (Recharge 5-6)",
                    "desc": "Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Manipulate Currents",
                    "desc": "While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Echolocation",
                    "desc": "Can't use its blindsight while deafened or out of water."
                },
                {
                    "name": "Underwater Camouflage",
                    "desc": "Advantage: Dex (Stealth) underwater."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_drake-riptide/"
        },
        {
            "slug": "dwarf-pike-guard",
            "desc": "",
            "name": "Dwarf, Pike Guard",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 30,
            "hit_dice": "4d8+12",
            "speed": {
                "walk": 25
            },
            "strength": 14,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "Common, Dwarvish",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +4 to hit, 10 ft., one target, 7 (1d10+2) piercing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Brace Pike",
                    "desc": "When a creature enters the pike guard's reach the pike guard can brace its pike. If it does so it has advantage on its next attack roll vs. that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest of Pikes",
                    "desc": "If a pike guard is within 5 ft. of at least one pike guard or pike guard captain it has half cover vs. ranged attacks."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_dwarf-pike-guard/"
        },
        {
            "slug": "dwarf-pike-guard-captain",
            "desc": "",
            "name": "Dwarf, Pike Guard Captain",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 25
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Dwarvish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Not One Step Back if it can; then two Pikes."
                },
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +6 to hit, 10 ft., one target, 14 (2d10+3) piercing damage."
                },
                {
                    "name": "Not One Step Back! (Recharge 5-6)",
                    "desc": "Bellows an order inspiring its subordinates to glory. Each creature of captain's choice within 10 ft. of it becomes immune to charmed and frightened conditions for 1 min. In addition grants one such creature the Bring It Down reaction for 1 min allowing target to make opportunity attack if a pike guard or captain deals damage to a creature in target's reach. Captain can share Bring It Down with only one creature at a time. If captain shares Bring It Down with another effect on previous target ends. These effects end early if the captain is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Brace Pike",
                    "desc": "When a creature enters the captain's reach the captain can brace its pike. If it does so it has advantage on its next attack roll vs. that creature."
                },
                {
                    "name": "Bring It Down",
                    "desc": "When a creature within captain's reach takes damage from a pike guard or pike guard captain captain can make one opportunity attack vs. that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest of Pikes",
                    "desc": "If within 5 ft. of at least one pike guard or pike guard captain it has half cover vs. ranged attacks."
                },
                {
                    "name": "Pike Mastery",
                    "desc": "As the pike guard."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_dwarf-pike-guard-captain/"
        },
        {
            "slug": "giant-thursir-armorer",
            "desc": "",
            "name": "Giant, Thursir Armorer",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "splint, shield",
            "hit_points": 138,
            "hit_dice": "12d10+72",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 23,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Common, Dwarven, Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Flinging Smash if available. Then two Battleaxe attacks or one Battleaxe and one Shield Bash."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (2d8+5) slashing damage or 16 (2d10+5) slashing damage if used with two hands."
                },
                {
                    "name": "Shield Bash",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 10 (2d4+5) bludgeoning damage and the target must make DC 16 Str save or be knocked prone."
                },
                {
                    "name": "Flinging Smash (Recharge 5-6)",
                    "desc": "Makes sweeping strike with shield. Each creature within 10 ft. of armorer: pushed up to 15 ft. away from it and knocked prone (DC 16 Str negates push and prone)."
                },
                {
                    "name": "Runic Armor (3/Day)",
                    "desc": "Can inscribe the thurs rune on its armor. When a creature hits armorer with melee weapon attack while rune is active creature takes 4 (1d8) lightning and can't take reactions until start of its next turn. Rune lasts for 1 min."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Harness Dwarven Soul",
                    "desc": "Draws on the soul fragment trapped in one of the dwarven skulls on its belt. Armorer has advantage on ability checks when using smith's tools and on attack rolls using a battleaxe handaxe light hammer or warhammer until start of its next turn. It carries six skulls on its belt."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forged Forgery",
                    "desc": "Thursir armorers wear armor forged from dwarven armor and shaped to resemble dwarven armor. Skilled blacksmiths can recognize and exploit this design quirk. When a creature proficient with smith's tools scores a critical hit vs. thursir armorer armorer's armor breaks reducing armorer's AC by 5 until armorer repairs armor. If armorer is critically hit by any creature while its armor is broken armor shatters and is destroyed reducing armorer's AC to 12."
                }
            ],
            "spell_list": [],
            "page_no": 206,
            "environments": [],
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            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_giant-thursir-armorer/"
        },
        {
            "slug": "golem-tar",
            "desc": "",
            "name": "Golem, Tar",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, petrified, poisoned, prone",
            "senses": "darkvision 60', passive Perception 10 ",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Quench (Burning Only)",
                    "desc": "Puts out fire on it deactivating Fire Hazard."
                },
                {
                    "name": "Draw Flames",
                    "desc": "Extinguishes up to 10 ft. cube of nonmagical fire within 5 ft. of it drawing fire into itself and activating its Fire Hazard."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Fire Hazard",
                    "desc": "When it takes fire it bursts into flame. Golem continues burning until it takes cold is immersed in water or uses Quench. A creature that touches burning golem or hits it with melee attack while within 5 ft. of it: 5 (1d10) fire. While burning golem's weapon attacks deal extra 5 (1d10) fire on a hit."
                },
                {
                    "name": "Hardened Tar",
                    "desc": "If it takes cold in the same round it is reduced to 0 hp it is paralyzed for 1 min remaining alive. If it takes fire while paralyzed it regains a number of hp equal to the fire dealt. Otherwise it dies when the condition ends."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Weapon attacks are magical."
                },
                {
                    "name": "Noxious Smoke (Burning Only)",
                    "desc": "While burning gives off poisonous fumes. A creature that starts its turn within 5 ft. of burning golem: poisoned as it remains within 5 ft. of golem and for 1 round after it leaves the area (DC 13 Con negates)."
                },
                {
                    "name": "Spider Climb",
                    "desc": "Difficult surfaces even ceilings no ability check."
                }
            ],
            "spell_list": [],
            "page_no": 218,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_golem-tar/"
        },
        {
            "slug": "ice-willow",
            "desc": "",
            "name": "Ice Willow",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 20
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "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
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, slashing",
            "damage_immunities": "cold",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) cold."
                },
                {
                    "name": "Icicle Drop (Recharge 4-6)",
                    "desc": "Shakes several spear-like icicles loose. Each creature within 10 ft. of the willow must make a DC 15 Dex save taking 9 (2d8) piercing damage and 7 (2d6) cold on a failed save or half damage if made."
                },
                {
                    "name": "Icicle Spray (Recharge 6)",
                    "desc": "Flings icicles in a 30' cone. All in area make a DC 15 Dex save taking 18 (4d8) piercing damage and 14 (4d6) cold on a failed save or half damage if made."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Melting Icicles",
                    "desc": "When the ice willow takes fire it can immediately use Icicle Drop if available."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from ice-covered willow tree."
                },
                {
                    "name": "Ice Melt",
                    "desc": "If it takes fire damage its icicles partially melt. Until the end of the ice willow's next turn creatures have advantage on saves vs. the willow's Icicle Drop and Icicle Spray."
                }
            ],
            "spell_list": [],
            "page_no": 240,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_ice-willow/"
        },
        {
            "slug": "ley-wanderer",
            "desc": "",
            "name": "Ley Wanderer",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d12+32",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 14,
            "dexterity": 9,
            "constitution": 14,
            "intelligence": 19,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": 5,
            "dexterity_save": 2,
            "constitution_save": null,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "all, telepathy 120'",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam or Psychic Lash attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage + 9 (2d8) psychic."
                },
                {
                    "name": "Psychic Lash",
                    "desc": "Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 17 (3d8+4) psychic."
                },
                {
                    "name": "Dispelling Burst (Recharge 5-6)",
                    "desc": "Emits a psychic burst that disrupts magic within 30' of it. Each creature in the area: 27 (6d8) psychic (DC 15 Int half). Each spell of 3rd level or lower in the area immediately ends and wanderer gains 5 temp hp for each spell ended this way."
                },
                {
                    "name": "Teleport (3/Day)",
                    "desc": "Magically teleports itself and up to six willing creatures holding hands with wanderer with items worn/carried to location it is familiar with up to 100 miles away. If destination is a location rich in magical energy (ex: ley line) can teleport up to 300 miles away."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Drain Magic Item",
                    "desc": "Drains the magic from an item it is holding. Magic item with charges loses 1d6 charges item with limited uses per day loses one daily use and single-use item such as potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 min. Wanderer gains 5 temp hp each time it drains a magic item. A drained item regains its magic after 24 hrs."
                }
            ],
            "reactions": [
                {
                    "name": "Absorb Spell",
                    "desc": "When a creature wanderer can see within 30' of it casts spell wanderer can absorb spell's energy countering it. Works like counterspell except wanderer must always make spellcasting ability check no matter spell's level. Its ability check for this is +7. If it successfully counters the spell it gains 5 temp hp/spell level."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sense Magic",
                    "desc": "Senses magic within 120' of it at will. This otherwise works like the detect magic spell but isn't itself magical."
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_ley-wanderer/"
        },
        {
            "slug": "mummy-peat",
            "desc": "",
            "name": "Mummy, Peat",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning; bludgeoning & piercing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "those it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Rabid Bites. If it hits one creature with both target must make DC 15 Con save or be cursed with bog melt."
                },
                {
                    "name": "Rabid Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) piercing damage + 7 (2d6) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bog Melt",
                    "desc": "A creature afflicted with bog melt curse can't regain hp and its hp max is reduced by 7 (2d6) for every 24 hrs that elapse. Also when cursed creature starts its turn within 30' of a creature it can see it has a 50% chance of going into a rage until end of its turn. While raged cursed creature must attack nearest creature. If no creature is near enough to move to and attack cursed creature stalks off in a random direction seeking a target for its rage. Curse lasts until lifted by remove curse spell or similar. If curse reduces creature's hp max to 0 creature dies and body dissolves into viscous puddle of goo. Carnivorous creatures with an Int of 3 or lower that can see or smell the goo must make DC 15 Wis save or drink the goo. After 1 min creature's Bite Claw or Slam attack becomes infused with the curse and any creature hit by that attack: DC 15 Con save or be cursed with bog melt."
                },
                {
                    "name": "Noxious Slurry",
                    "desc": "A creature that hits the peat mummy with melee weapon attack that deals slashing damage while within 5 ft. of it:  poisoned until the end of its next turn as noxious fumes and liquefied flesh spray from the wound (DC 15 Con negates)."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 280,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_mummy-peat/"
        },
        {
            "slug": "witchalder",
            "desc": "",
            "name": "Witchalder",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "intelligence": 9,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "passive Perception 15",
            "languages": "understands Sylvan but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks. Can replace one with Throttle."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, 10 ft., one target, 18 (4d6+4) bludgeoning damage. Target grappled (escape DC 15) if Med or smaller creature and it doesn't have two others grappled."
                },
                {
                    "name": "Shape Wood",
                    "desc": "Alters shape of any one Med or smaller wooden object (or portion) up to 5 ft. in any dimension that it can see within 30' forming it into any shape it wants. Ex: warp boat planks so it takes on water seal wooden door to its frame (or make new door in wood wall) or twist wood weapon out of shape (or restore warped one). Warped thrown or ranged weapons and ammo are useless while warped melee weapons give disadvantage on attacks. Can't create items that usually require high craftsmanship ex: pulley. If target is worn/carried creature with it: DC 15 Dex save avoid effect on success."
                },
                {
                    "name": "Throttle",
                    "desc": "One creature grappled by witchalder: 18 (4d6+4) bludgeoning damage and can't breathe speak or cast verbal spells until grapple ends (DC 15 Str half damage remains grappled but no other Throttle effects)."
                },
                {
                    "name": "Pollen Cloud (Recharge 6)",
                    "desc": "Each creature within 15 ft. of witchalder: 22 (5d8) poison and incapacitated for 1 min (DC 15 Con half damage and isn't incapacitated). Incapacitated creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deep Roots",
                    "desc": "Has advantage on Str and Dex saves made vs. effects that would move it vs. its will along the ground."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from diseased or dying alder tree."
                },
                {
                    "name": "Sunlight Regeneration",
                    "desc": "While in sunlight the witchalder regains 5 hp at the start of its turn if it has at least 1 hp."
                },
                {
                    "name": "Speak with Plants",
                    "desc": "Communicate with Plants as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 394,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_witchalder/"
        },
        {
            "slug": "eyegolem-tob1-2023",
            "desc": "False",
            "name": "Eye Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d10 + 75",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 18,
            "skills": {
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 120 ft., passive Perception 18",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage."
                },
                {
                    "name": "Gaze of Ancient Light (Recharge 5-6)",
                    "desc": "The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Primal Voice of Doom",
                    "desc": "The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blinding Demise",
                    "desc": "When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Light-Infused Fists",
                    "desc": "The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 216,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_eye-golem/"
        },
        {
            "slug": "gearforgedtemplar-tob1-2023",
            "desc": "False",
            "name": "Gearforged Templar",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8 + 22",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage"
                },
                {
                    "name": "Javelin",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage."
                },
                {
                    "name": "Whirlwind (Recharge 5-6)",
                    "desc": "The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a DC 15 Dexterity saving throw, taking 27 (5d10) slashing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Defensive Zone",
                    "desc": "When a creature enters the gearforged templar's reach, the templar makes one Greatsword attack against the creature."
                },
                {
                    "name": "Parry",
                    "desc": "The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The gearforged templar doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 195,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_gearforged-templar/"
        },
        {
            "slug": "mallqui-tob1-2023",
            "desc": "False",
            "name": "Mallqui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8 + 48",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 14,
            "skills": {
                "History": 3,
                "Insight": 7,
                "Religion": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Xeric Blast",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage."
                },
                {
                    "name": "Xeric Aura",
                    "desc": "Each creature within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: druidcraft\n3/day each: create or destroy water, entangle\n1/day each: locate animals or plants, wind wall"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The mallqui doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Water Hypersusceptibility",
                    "desc": "For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_mallqui/"
        },
        {
            "slug": "ngobou-tob1-2023",
            "desc": "False",
            "name": "Ngobou",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10 + 36",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "passive Perception 14",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elephants' Bane",
                    "desc": "The ngobou has advantage on attack rolls against elephants. It can pinpoint, by scent, the location of any elephant or elephant material no older than 48 hours within 120 feet of it."
                },
                {
                    "name": "Jagged Hide",
                    "desc": "At the start of each of its turns, the ngobou deals 4 (1d8) piercing damage to any creature grappling it."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the ngobou can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. If the ngobou detects an elephant within 120 feet of it, this trait is always active, and the ngobou can't choose to end it until it starts its turn more than 120 feet from an elephant."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a Gore 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 ngobou can make one Stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 102,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ngobou/"
        },
        {
            "slug": "nihileth-tob1-2023",
            "desc": "False",
            "name": "Nihileth",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "21d10 + 42",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "History": 12,
                "Perception": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks."
                },
                {
                    "name": "Tail (Undead Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage."
                },
                {
                    "name": "Tentacle (Undead Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)."
                },
                {
                    "name": "Withering Touch (Void Ghost Form Only)",
                    "desc": "Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Void Shape",
                    "desc": "The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies."
                }
            ],
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half."
                }
            ],
            "legendary_desc": "The nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The nihileth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The nihileth makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Swipe",
                    "desc": "The nihileth makes one Tail attack."
                },
                {
                    "name": "Rotten Drain (Costs 2 Actions)",
                    "desc": "One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Void Ghost Form Only)",
                    "desc": "The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Infecting Telepathy",
                    "desc": "If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease."
                },
                {
                    "name": "Nihilethic Rot",
                    "desc": "This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth 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 nihileth drops to 1 hp instead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The nihileth doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Void Aura",
                    "desc": "The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura."
                }
            ],
            "spell_list": [],
            "page_no": 9,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_nihileth/"
        },
        {
            "slug": "saltgolem-tob1-2023",
            "desc": "False",
            "name": "Salt Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10 + 55",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Athletics": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 18 (4d8) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blinding Salt Spray",
                    "desc": "When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem's body, and each creature within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Dehydrating Fists",
                    "desc": "The salt golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 218,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_salt-golem/"
        },
        {
            "slug": "spinosaurus-tob1-2023",
            "desc": "False",
            "name": "Spinosaurus",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 232,
            "hit_dice": "15d20 + 75",
            "speed": {
                "walk": 40
            },
            "strength": 25,
            "dexterity": 9,
            "constitution": 21,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "passive Perception 15",
            "languages": "—",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the spinosaurus can't Bite another target."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The spinosaurus moves up to half its speed without provoking opportunity attacks."
                },
                {
                    "name": "Roar",
                    "desc": "The spinosaurus uses Frightful Presence."
                },
                {
                    "name": "Tail Attack (Costs 2 Actions)",
                    "desc": "The spinosaurus makes one Tail attack."
                }
            ],
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The spinosaurus can hold its breath for 1 hour."
                },
                {
                    "name": "Reptilian Affinity",
                    "desc": "The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The spinosaurus deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_spinosaurus/"
        },
        {
            "slug": "altar-flame-golem",
            "desc": "",
            "name": "Altar Flame Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 20
            },
            "strength": 19,
            "dexterity": 9,
            "constitution": 18,
            "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": "fire, 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": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The altar flame golem makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Flame Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.",
                    "name": "Aversion to Water"
                },
                {
                    "desc": "When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.",
                    "name": "Death Burst"
                },
                {
                    "desc": "While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.",
                    "name": "False Appearance"
                },
                {
                    "desc": "Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. me",
                    "name": "Fire Absorption"
                },
                {
                    "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": 193,
            "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_altar-flame-golem/"
        }
    ]
}