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=60
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=61",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=dexterity&page=59",
    "results": [
        {
            "slug": "dorreq-tob1-2023",
            "desc": "False",
            "name": "Dorreq",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "17d8 + 17",
            "speed": {
                "walk": 15
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Intimidation": 2,
                "Perception": 1,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dorreq makes one Bite attack and two Tentacles attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 14) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is restrained. The dorreq can grapple up to two creatures at a time."
                },
                {
                    "name": "Void Thrum (Recharge 5-6)",
                    "desc": "The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Stone Step",
                    "desc": "The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Void Warping",
                    "desc": "The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a DC 14 Strength saving throw or its speed is halved until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "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_dorreq/"
        },
        {
            "slug": "drakon-tob1-2023",
            "desc": "False",
            "name": "Drakon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10 + 28",
            "speed": {
                "walk": 40,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid",
            "damage_immunities": "False",
            "condition_immunities": "paralyzed",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drakon makes one Bite attack and one Tail attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The drakon can breathe air and water."
                },
                {
                    "name": "Dissolving Gaze",
                    "desc": "When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed save, the creature takes 3 (1d6) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is paralyzed until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0."
                }
            ],
            "spell_list": [],
            "page_no": 147,
            "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_drakon/"
        },
        {
            "slug": "edimmu-tob1-2023",
            "desc": "False",
            "name": "Edimmu",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8 + 30",
            "speed": {
                "walk": 60
            },
            "strength": 1,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. A creature that fails this saving throw by 5 or more is also stunned until the end of its next turn."
                },
                {
                    "name": "Draining Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The edimmu 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": "Rejuvenation",
                    "desc": "If destroyed, an edimmu rises again in 2d4 days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The edimmu doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Water Siphon",
                    "desc": "The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu's Draining Touch and Multiattack."
                }
            ],
            "spell_list": [],
            "page_no": 154,
            "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_edimmu/"
        },
        {
            "slug": "firebird-tob1-2023",
            "desc": "False",
            "name": "Firebird",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Good",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 88,
            "hit_dice": "16d6 + 32",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": 16,
            "skills": {
                "Insight": 4,
                "Medicine": 4,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 16",
            "languages": "Celestial, Common, Primordial, telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The firebird makes one Beak attack and one Talon attack."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Blinding Ray (Recharge 5-6)",
                    "desc": "The firebird fires a burning ray of light from its tail feathers in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded."
                },
                {
                    "name": "Healing Feathers (3/Day)",
                    "desc": "The firebird touches another creature, brushing its wings against the creature. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Enforce Good Deeds",
                    "desc": "A creature that has received assistance, such as healing or a glowing feather, from the firebird must succeed on a DC 15 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from starvation or thirst by alleviating the starvation or thirst."
                },
                {
                    "name": "Fiery Weapons",
                    "desc": "The firebird's weapon attacks are magical. When the firebird hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack)."
                },
                {
                    "name": "Glowing Feathers",
                    "desc": "The firebird sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firebird can alter the radius as a bonus action. If the firebird willingly gifts a feather to a creature, the feather sheds bright light in a 10-foot radius and dim light for an additional 10 feet indefinitely."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The firebird has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Warming Presence",
                    "desc": "The firebird and each creature within 5 feet of it are immune to the effects of cold environments, provided the cold is caused by naturally occurring weather and climate. When the firebird is inside a structure, it can choose for this trait to affect all creatures within the structure (no action required), regardless of how close they are to it."
                }
            ],
            "spell_list": [],
            "page_no": 187,
            "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_firebird/"
        },
        {
            "slug": "horakh-tob1-2023",
            "desc": "False",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8 + 76",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 8,
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the horakh takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Implant Egg",
                    "desc": "If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature's eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can't use its eye and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes blinded. When the egg hatches, the young horakh erupts from the host's head, killing the host in the process."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The horakh's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 234,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_horakh/"
        },
        {
            "slug": "mahoru-tob1-2023",
            "desc": "False",
            "name": "Mahoru",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10 + 28",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. If the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or the mahoru bites off one of the target's limbs. A creature is immune to this effect if it is immune to slashing damage."
                },
                {
                    "name": "Roar",
                    "desc": "The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of all mahoru for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The mahoru can breathe air and water."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "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_mahoru/"
        },
        {
            "slug": "malphas-tob1-2023",
            "desc": "False",
            "name": "Malphas",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8 + 54",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Ravenfolk, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 10 (3d6) necrotic damage."
                },
                {
                    "name": "Shadow Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Shadow Call",
                    "desc": "When the malphas is hit by a ranged attack, it can make one Shadow Bolt attack against the attacker. The malphas doesn't have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Shadow-Infused Weapons",
                    "desc": "The malphas's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 262,
            "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_malphas/"
        },
        {
            "slug": "mechuiti-tob1-2023",
            "desc": "False",
            "name": "Mechuiti",
            "size": "Gargantuan",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 462,
            "hit_dice": "25d20 + 200",
            "speed": {
                "walk": 60
            },
            "strength": 29,
            "dexterity": 19,
            "constitution": 27,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 22,
            "strength_save": 17,
            "dexterity_save": 12,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "False",
            "damage_immunities": "acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, poisoned, stunned",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "Abyssal, Celestial, Common, Draconic, Primordial, telepathy 300 ft.",
            "challenge_rating": "27",
            "cr": 27.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Mechuiti can use his Frightful Presence. He then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 21 (6d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) slashing damage plus 21 (6d6) fire damage. If Mechuiti scores a critical hit, he rolls damage dice three times, instead of twice."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of him must succeed on a DC 24 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 Mechuiti's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Burning Acid Breath (Recharge 5-6)",
                    "desc": "Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) acid damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Mechuiti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):\nAt will: dispel magic, hold monster, wall of fire\n3/day each: fire storm, power word stun"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "Mechuiti 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. Mechuiti regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "Mechuiti moves up to his speed, or he climbs up to half his speed. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Burn from the Inside",
                    "desc": "Mechuiti chooses a creature within 120 feet of him that is infected with the Mechuiti's deadly ichor disease. The target must make a DC 24 Constitution saving throw. On a failure, the target takes 10 (3d6) fire damage and 10 (3d6) acid damage and catches fire. On a success, the target takes half the damage and doesn't catch fire. Until a creature uses an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "Mechuiti uses Spellcasting."
                }
            ],
            "special_abilities": [
                {
                    "name": "Demon Lord's Ichor",
                    "desc": "When Mechuiti is subjected to piercing damage or slashing damage, a spray of caustic blood spurts from his hide. Each creature within 10 feet of Mechuiti must succeed on a DC 24 Constitution saving throw or becoming infected with the Mechuiti's deadly ichor disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 14 (4d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. The disease can be cured by the greater restoration spell or similar magic or when the creature succeeds on three saving throws."
                },
                {
                    "name": "Fiery Weapons",
                    "desc": "Mechuiti's weapon attacks are magical. When Mechuiti hits with any weapon, the weapon deals an extra 6d6 fire damage (included in the attack)."
                },
                {
                    "name": "Immolating Corona",
                    "desc": "At the start of each of Mechuiti's turns, each creature within 10 feet of him takes 10 (3d6) fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. A creature that touches Mechuiti or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. Until a creature uses an action to douse the fire, the creature on fire takes 7 (2d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If Mechuiti fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Mechuiti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Simians",
                    "desc": "Mechuiti can communicate with apes and monkeys as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "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_mechuiti/"
        },
        {
            "slug": "mi-go-tob1-2023",
            "desc": "False",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d8 + 50",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 15,
            "skills": {
                "Arcana": 10,
                "Deception": 7,
                "Medicine": 5,
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Common, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two Claw or Psychic Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature."
                },
                {
                    "name": "Psychic Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 17 (3d6 + 7) psychic damage."
                },
                {
                    "name": "Spore Burst (Recharge 5-6)",
                    "desc": "The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deathly Spores",
                    "desc": "When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The mi-go doesn't require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself."
                }
            ],
            "spell_list": [],
            "page_no": 266,
            "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_mi-go/"
        },
        {
            "slug": "nichny-tob1-2023",
            "desc": "False",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "17d8 + 51",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 17,
            "skills": {
                "Acrobatics": 7,
                "Insight": 7,
                "Perception": 7,
                "Stealth": 7
            },
            "damage_vulnerabilities": "The falseheart is vulnerable to radiant damage.",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Elvish, Primordial, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nichny makes two Claw or Luck-Stealing Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Luck-Stealing Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn."
                },
                {
                    "name": "Create Lucky Stone",
                    "desc": "The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required)."
                },
                {
                    "name": "Teleport (Recharge 6)",
                    "desc": "The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aura of Luck",
                    "desc": "The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying (1/Day)",
                    "desc": "The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "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_nichny/"
        },
        {
            "slug": "queenofnightandmagic-tob1-2023",
            "desc": "False",
            "name": "Queen of Night and Magic",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 22,
            "armor_desc": "Regal Bearing",
            "hit_points": 225,
            "hit_dice": "30d8 + 90",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": null,
            "perception": 21,
            "skills": {
                "Arcana": 12,
                "Deception": 15,
                "Intimidation": 15,
                "Perception": 11,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "fire, lightning",
            "damage_immunities": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "condition_immunities": "charmed, frightened",
            "senses": "truesight 120 ft., passive Perception 21",
            "languages": "Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel."
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage."
                },
                {
                    "name": "Star Strike",
                    "desc": "Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 17 (2d8 + 8) fire damage plus 9 (2d8) radiant damage."
                },
                {
                    "name": "Unravel",
                    "desc": "The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher."
                },
                {
                    "name": "Shadow Rift (Recharge 5-6)",
                    "desc": "The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a DC 23 Constitution saving throw. On a failure, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and is restrained by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):\nAt will: command, dancing lights, darkness, mage hand, suggestion\n3/day each: confusion, fear, greater invisibility, mirror image\n1/day each: dominate monster, plane shift, power word stun"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Step",
                    "desc": "The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action."
                }
            ],
            "reactions": [
                {
                    "name": "Sudden Fraying",
                    "desc": "When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell."
                }
            ],
            "legendary_desc": "The Queen of Night and Magic 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 Queen of Night and Magic regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources."
                },
                {
                    "name": "Move",
                    "desc": "The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "The Queen of Night and Magic uses Spellcasting."
                },
                {
                    "name": "Swirling Stars (Costs 2 Actions)",
                    "desc": "The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or be blinded until the end of its next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The Queen of Night and Magic has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Regal Bearing",
                    "desc": "While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier."
                }
            ],
            "spell_list": [],
            "page_no": 178,
            "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_queen-of-night-and-magic/"
        },
        {
            "slug": "sandman-tob1-2023",
            "desc": "False",
            "name": "Sandman",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 40
            },
            "strength": 11,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Celestial, Umbral, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn't wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic."
                },
                {
                    "name": "Encourage Dreams (Recharge 5-6)",
                    "desc": "The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Dreamer's Sand (Recharge 5-6)",
                    "desc": "The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The sandman has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Stuff of Dreams",
                    "desc": "Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit."
                }
            ],
            "spell_list": [],
            "page_no": 313,
            "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_sandman/"
        },
        {
            "slug": "slowstorm-tob1-2023",
            "desc": "False",
            "name": "Slow Storm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 220,
            "hit_dice": "21d8 + 126",
            "speed": {
                "walk": 60
            },
            "strength": 20,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 14",
            "languages": "Auran, Common",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The slow storm makes three Slam attacks or four Lightning Bolt attacks. If two Slam attacks hit one creature, the target must succeed on a DC 18 Constitution saving throw or be wracked with pain for 1 minute. While the target is wracked with pain, minute bits of electricity dance within its body, and the target takes 4 (1d8) lightning damage for every 5 feet it moves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 9 (2d8) lightning damage."
                },
                {
                    "name": "Lightning Bolt",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) lightning damage."
                },
                {
                    "name": "Static Shock (Recharge 5-6)",
                    "desc": "The slow storm releases built-up electricity in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The slow storm doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Eye of the Storm",
                    "desc": "The slow storm is surrounded by a 15-foot-radius wind storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The winds extinguish open flames and disperse fog. A flying creature in the storm must land at the end of its turn or fall. Each creature that starts its turn in the area must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) lightning damage. The storm's area is difficult terrain for any creature other than the slow storm."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "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_slow-storm/"
        },
        {
            "slug": "xhkarsh-tob1-2023",
            "desc": "False",
            "name": "Xhkarsh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10 + 72",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 17,
            "skills": {
                "Insight": 7,
                "Perception": 7,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "Common, Deep Speech, Undercommon, telepathy 60 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage."
                },
                {
                    "name": "Fate-Altering Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a dispel evil and good spell or similar magic."
                },
                {
                    "name": "Invisibility",
                    "desc": "The xhkarsh magically turns invisible until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is invisible with it."
                },
                {
                    "name": "Seize Strand",
                    "desc": "One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the geas spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Corruption's Bond",
                    "desc": "The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature's general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence."
                },
                {
                    "name": "Interdimensional Nature",
                    "desc": "The xhkarsh doesn't require air, food, drink, sleep, or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 400,
            "environments": [],
            "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_xhkarsh/"
        },
        {
            "slug": "ash-phoenix",
            "desc": "A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave._  \nAsh phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres.  \n**Cremated Birth.** For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an Open Game License",
            "name": "Ash Phoenix",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 90,
                "hover": true,
                "walk": 0
            },
            "strength": 17,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt."
                },
                {
                    "name": "Ash Talons",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Ash Storm (Recharge 5-6)",
                    "desc": "The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action."
                },
                {
                    "name": "Wind Weakness",
                    "desc": "While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "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_ash-phoenix/"
        },
        {
            "slug": "aurora-horribilis",
            "desc": "A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune._  \n**Hidden Among Polar Lights.** Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them.  \n**Terrible Harbinger.** While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries.  \n**Lessons from the Void.** Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.",
            "name": "Aurora Horribilis",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "performance": 8
            },
            "damage_vulnerabilities": "force",
            "damage_resistances": "",
            "damage_immunities": "cold, psychic, radiant",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aurora horribilis makes two blistering touch attacks."
                },
                {
                    "name": "Blistering Touch",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Void Song",
                    "desc": "The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.\n\nWhile charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The aurora horribilis 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": "Reality Adjacent",
                    "desc": "The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn't have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n\nThis trait is disrupted while the aurora is incapacitated or has a speed of 0."
                }
            ],
            "spell_list": [],
            "page_no": 34,
            "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_aurora-horribilis/"
        },
        {
            "slug": "corrupted-pixie",
            "desc": "A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs._  \nCorrupted pixies are fey turned fiends who savor violence.  \n**Corrupted by Hags.** Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts.  \n**Mischief Makers.** Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death.  \n**Destroy Beauty.** Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up.  \n**Restored by Pixie Dust.** If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.",
            "name": "Corrupted Pixie",
            "size": "Tiny",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 5,
            "hit_dice": "2d4",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 2,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Infernal, Primordial, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Confusion Touch",
                    "desc": "The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself."
                },
                {
                    "name": "Superior Invisibility",
                    "desc": "The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The pixie has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: vicious mockery\n1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 72,
            "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_corrupted-pixie/"
        },
        {
            "slug": "de-ogen",
            "desc": "A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage._  \n**Spirits of Vengeance and Flame.** De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them.  \n**Undead Companions.** A de ogen is usually accompanied by Open Game License",
            "name": "De Ogen",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Burning Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The de ogen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Transfixing Gaze",
                    "desc": "When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.\n\nCreatures immune to being frightened are immune to the de ogen's Transfixing Gaze."
                },
                {
                    "name": "Wilting Passage",
                    "desc": "The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "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_de-ogen/"
        },
        {
            "slug": "derendian-moth-abomination",
            "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._  \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.",
            "name": "Derendian Moth Abomination",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d12+80",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+1"
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Wings of the Primal Tender (1/Day)",
                    "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The Derendian moth abomination 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. Spent legendary actions are regained at the start of each turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The abomination makes a Perception check."
                },
                {
                    "name": "Pursue",
                    "desc": "The abomination moves its flying speed."
                },
                {
                    "name": "Lay Eggs (Costs 2 Actions)",
                    "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies."
                }
            ],
            "special_abilities": [
                {
                    "name": "Antennae",
                    "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Assimilation",
                    "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The Derendian moth abomination's weapon attacks are magical."
                },
                {
                    "name": "Unbound",
                    "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "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_derendian-moth-abomination/"
        },
        {
            "slug": "derro-shadowseeker",
            "desc": "This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable.  \n_**Erratic Combatants.**_ Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them.  \n_**Unreliable Allies.**_ Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.",
            "name": "Derro Shadowseeker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "derro",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 30
            },
            "strength": 9,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 7,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 1,
            "skills": {
                "acrobatics": 8,
                "perception": 1,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Dwarvish, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The derro shadowseeker makes three melee attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4+5"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Maddening Convulsions (Recharge 5-6)",
                    "desc": "The shadowseeker's body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell 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 shadowseeker's Maddening Convulsions for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Erratic Movement",
                    "desc": "The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage."
                },
                {
                    "name": "Evasion",
                    "desc": "If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadowseeker has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn't incapacitated and the shadowseeker doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "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_derro-shadowseeker/"
        },
        {
            "slug": "herald-of-the-void",
            "desc": "The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._  \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place.  \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this.  \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.",
            "name": "Herald of the Void",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d8+65",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 50
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 19,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "perception": 10,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning, poison",
            "damage_immunities": "cold, necrotic, radiant",
            "condition_immunities": "blinded, charmed, deafened, frightened, prone, stunned, unconscious",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "Abyssal, Common, Void Speech",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice."
                },
                {
                    "name": "Void Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Void Ray",
                    "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "The Final Song (Recharge 5-6)",
                    "desc": "The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The herald of the void 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 herald regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The herald flies up to half its flying speed without provoking opportunity attacks."
                },
                {
                    "name": "Void Claw (Costs 2 Actions)",
                    "desc": "The herald makes one void claw attack."
                },
                {
                    "name": "Discorporate (Costs 2 Actions)",
                    "desc": "The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak."
                },
                {
                    "name": "Song of Mighty Doom (Costs 3 Actions)",
                    "desc": "The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp."
                }
            ],
            "special_abilities": [
                {
                    "name": "Annihilating Form",
                    "desc": "Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the herald fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Zero-Dimensional",
                    "desc": "The herald can move through any space without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 199,
            "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_herald-of-the-void/"
        },
        {
            "slug": "hongaek",
            "desc": "A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._  \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison.  \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet.  \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.",
            "name": "Hongaek",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 5,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "medicine": 5,
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Auran, Common, Deep Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hongaek makes two attacks with its vaporous tentacles."
                },
                {
                    "name": "Vaporous Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Invisibility",
                    "desc": "The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Exacerbate Affliction",
                    "desc": "The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition."
                },
                {
                    "name": "Gas Form",
                    "desc": "The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids."
                },
                {
                    "name": "Prolong Affliction",
                    "desc": "Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it."
                },
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hongaek/"
        },
        {
            "slug": "khodumodumo",
            "desc": "The hillock suddenly sprouts to life, rising up from its surroundings to reveal a sightless, toad-like monster with a cavernous maw. Six long red tongues emerge from this orifice, each as thick as a man’s torso and ending in a razor-sharp point._  \n**The Hills Have Tongues.** The khodumodumo is one of the apex predators of the hills and badlands in which it lives, disguising itself as a moderately-sized hillock to lure creatures closer before animating and impaling them on one of its many tongues. While not evil, the khodumodumo is a voracious predator that constantly needs to eat, and it attempts to devour just about anything that comes within reach.  \n**Rite of Passage.** Slaying a khodumodumo in single combat is often considered a rite of passage for a fire giant seeking to contest the leadership of a clan, especially because the creature is naturally resistant to fire. Powerful red dragons have also been known to hunt khodumodumos for sport.",
            "name": "Khodumodumo",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 186,
            "hit_dice": "12d20+60",
            "speed": {
                "walk": 25
            },
            "strength": 23,
            "dexterity": 20,
            "constitution": 21,
            "intelligence": 4,
            "wisdom": 15,
            "charisma": 7,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 17",
            "languages": "—",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The khodumodumo makes three attacks with its tongues, uses Reel, and makes one attack with its bite."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 33 (6d8 + 6) piercing damage. If the target is a Large or smaller creature grappled by the khodumodumo, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the khodumodumo, and it takes 21 (6d6) acid damage at the start of each of the khodumodumo's turns.\n\nIf the khodumodumo takes 30 damage or more on a single turn from a creature inside it, the khodumodumo must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the khodumodumo. If the khodumodumo dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.",
                    "attack_bonus": 11,
                    "damage_dice": "6d8+6"
                },
                {
                    "name": "Tongue",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the khodumodumo can't use the same tongue on another target. In addition, at the start of each of the target's turns, the target takes 8 (1d4 + 6) piercing damage."
                },
                {
                    "name": "Reel",
                    "desc": "The khodumodumo pulls each creature grappled by it up to 25 feet straight toward it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the khodumodumo remains motionless, it is indistinguishable from an ordinary earthen hill."
                },
                {
                    "name": "Impaling Tongues",
                    "desc": "The khodumodumo can have up to six impaling tongues at a time. Each tongue can be attacked (AC 20; 15 hp; immunity to poison and psychic damage). Destroying a tongue deals no damage to the khodumodumo. A tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. Destroyed tongues regrow by the time the khodumodumo finishes a long rest."
                }
            ],
            "spell_list": [],
            "page_no": 229,
            "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_khodumodumo/"
        },
        {
            "slug": "runeswarm",
            "desc": "A cloud of inky runes churns as some of the markings illuminate briefly._  \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings.  \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.",
            "name": "Runeswarm",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The runeswarm can use Runecast. It then makes two cutting runes attacks."
                },
                {
                    "name": "Cutting Runes",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.",
                    "attack_bonus": 11,
                    "damage_dice": "6d4"
                },
                {
                    "name": "Runecast",
                    "desc": "The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The runeswarm has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Swarm",
                    "desc": "The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_runeswarm/"
        },
        {
            "slug": "alchemist-archer",
            "desc": "",
            "name": "Alchemist Archer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The alchemist archer makes three longbow attacks or two scimitar attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.",
                    "name": "Alchemical Arrows"
                },
                {
                    "desc": "The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.",
                    "name": "Hunter's Aim"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_alchemist-archer/"
        },
        {
            "slug": "barong",
            "desc": "",
            "name": "Barong",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d10+126",
            "speed": {
                "fly": 60,
                "walk": 60
            },
            "strength": 25,
            "dexterity": 20,
            "constitution": 25,
            "intelligence": 18,
            "wisdom": 23,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 12,
            "perception": 12,
            "skills": {
                "insight": 12,
                "perception": 12,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "desc": "Barong makes two attacks: one with his bite and one with his claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "1d8+7",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "1d6+7",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.",
                    "name": "Claws"
                },
                {
                    "desc": "Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.",
                    "name": "Summon Spirit (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.",
                    "name": "Divine Protection"
                }
            ],
            "legendary_desc": "Barong 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. Barong regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "desc": "Barong makes one claw attack.",
                    "name": "Claw"
                },
                {
                    "desc": "Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.",
                    "name": "Enlightening Roar"
                },
                {
                    "desc": "Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.",
                    "name": "Divine Command (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.",
                    "name": "Aura of Protection"
                },
                {
                    "desc": "Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).",
                    "name": "Divine Weapons"
                },
                {
                    "desc": "Barong has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                }
            ],
            "spell_list": [],
            "page_no": 49,
            "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_barong/"
        },
        {
            "slug": "echo",
            "desc": "",
            "name": "Echo",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "fly": 20,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Celestial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.",
                    "name": "Iron Claws"
                },
                {
                    "desc": "The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.",
                    "name": "Everywhere at Once (Recharge 5-6)"
                },
                {
                    "desc": "The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.",
                    "name": "Echoes of the Abyss (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.",
                    "name": "Aura of Cacophony"
                }
            ],
            "spell_list": [],
            "page_no": 84,
            "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_echo/"
        },
        {
            "slug": "fey-drake",
            "desc": "",
            "name": "Fey Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 5,
                "deception": 7,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The fey drake makes three bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.",
                    "name": "Bite"
                },
                {
                    "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.",
                    "name": "Bewildering Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fey drake has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.",
                    "name": "Superior Invisibility"
                },
                {
                    "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "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_fey-drake/"
        },
        {
            "slug": "fulminar",
            "desc": "",
            "name": "Fulminar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "fly": 90,
                "hover": true
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 17,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Auran",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The fulminar makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Lightning Shackles (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Bolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.",
                    "name": "Essence of Lightning"
                },
                {
                    "desc": "The fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.",
                    "name": "Lightning Form"
                }
            ],
            "spell_list": [],
            "page_no": 165,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_fulminar/"
        },
        {
            "slug": "incinis",
            "desc": "",
            "name": "Incinis",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Ignan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The incinis makes two magma fist attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.",
                    "name": "Magma Fist"
                },
                {
                    "desc": "The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.",
                    "name": "Wave of Magma (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.",
                    "name": "Magma Form"
                }
            ],
            "spell_list": [],
            "page_no": 226,
            "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_incinis/"
        },
        {
            "slug": "king-kobold",
            "desc": "",
            "name": "King Kobold",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "18 with mage armor",
            "hit_points": 112,
            "hit_dice": "25d6+25",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "insight": 8,
                "intimidation": 8,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The king kobold makes two shortsword attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Hand Crossbow"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.",
                    "name": "Uncanny Dodge"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.",
                    "name": "Cunning Action"
                },
                {
                    "desc": "If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                },
                {
                    "desc": "The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "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_king-kobold/"
        },
        {
            "slug": "moon-drake",
            "desc": "",
            "name": "Moon Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "fly": 100,
                "walk": 25
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "insight": 7
            },
            "damage_vulnerabilities": "varies (see Moonbound)",
            "damage_resistances": "varies (see Moonbound)",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Celestial, Common, Draconic",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The moon drake makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage. A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. Hit: The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy.",
                    "name": "Moonlight Nip"
                },
                {
                    "desc": "The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Lunarbeam (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Form of Moonlight"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy.",
                    "name": "Curative Saliva"
                },
                {
                    "desc": "A moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits.",
                    "name": "Moonbound"
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "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_moon-drake/"
        },
        {
            "slug": "adult-amethyst-dragon-a5e",
            "desc": "",
            "name": "Adult Amethyst Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 220,
            "hit_dice": "21d12+84",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 8,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "insight": 8,
                "perception": 8,
                "persuasion": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_adult-amethyst-dragon/"
        },
        {
            "slug": "adult-river-dragon-a5e",
            "desc": "",
            "name": "Adult River Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 252,
            "hit_dice": "24d12+96",
            "speed": {
                "walk": 60,
                "fly": 80,
                "swim": 90
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": 6,
            "wisdom_save": 9,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "deception": 7,
                "insight": 9,
                "nature": 6,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., tremorsense 200 ft. (only detects vibrations in water), passive Perception 19",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Torrential Breath (Recharge 5-6)",
                    "desc": "The dragon exhales water in a 60-foot-long  5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw  taking 56 (16d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 30 feet away. A creature that impacts a solid object takes an extra 10 (3d6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Whirlpool",
                    "desc": "A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 18 Strength saving throw. On a failure, a creature takes 17 (5d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."
                }
            ],
            "reactions": [
                {
                    "name": "Snap Back (While Bloodied)",
                    "desc": "When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Dart Away",
                    "desc": "The dragon swims up to half its speed."
                },
                {
                    "name": "Lurk",
                    "desc": "The dragon takes the Hide action."
                },
                {
                    "name": "River Surge (Costs 2 Actions)",
                    "desc": "The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 90 feet. The wave travels up to 45 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing and creatures that impact a solid object take 21 (6d6) bludgeoning damage."
                },
                {
                    "name": "Sudden Maelstrom (While Bloodied",
                    "desc": "The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 18 Strength saving throw. On a failed save, the creature is knocked prone and pushed 15 feet away from the dragon."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Flowing Grace",
                    "desc": "The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."
                },
                {
                    "name": "Shimmering Scales",
                    "desc": "While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."
                },
                {
                    "name": "Essence Link",
                    "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement"
                }
            ],
            "spell_list": [],
            "page_no": 132,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_adult-river-dragon/"
        },
        {
            "slug": "archfey-a5e",
            "desc": "",
            "name": "Archfey",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 330,
            "hit_dice": "44d8+132",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archfey makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the archfey."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Summon Midnight (1/Day)",
                    "desc": "Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."
                },
                {
                    "name": "Weird (9th-Level; V, S, Concentration)",
                    "desc": "The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The archfey magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_archfey/"
        },
        {
            "slug": "ascetic-grandmaster-a5e",
            "desc": "",
            "name": "Ascetic Grandmaster",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "23d8+69",
            "speed": {
                "walk": 60,
                "climb": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 8,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": 5,
            "wisdom_save": 10,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "athletics": 8,
                "perception": 10,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "passive Perception 22",
            "languages": "any one",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grandmaster attacks six times."
                },
                {
                    "name": "Unarmed Strike",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trained Dash",
                    "desc": "The grandmaster takes the Dash action."
                }
            ],
            "reactions": [
                {
                    "name": "Deft Dodge (1/Round)",
                    "desc": "When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Athlete",
                    "desc": "The grandmaster only uses 5 feet of movement when standing from prone and can make a running jump after moving only 5 feet rather than 10."
                },
                {
                    "name": "Evasion",
                    "desc": "When the grandmaster makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The grandmaster has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Mobile",
                    "desc": "After the grandmaster makes a melee attack against a creature on their turn, until the end of their turn they do not provoke opportunity attacks from that creature."
                },
                {
                    "name": "Reactive",
                    "desc": "The grandmaster can take a reaction on each creatures turn."
                },
                {
                    "name": "Stunning Strike (1/Turn)",
                    "desc": "When the grandmaster hits a creature with a melee attack, they can force it to make a DC 18 Constitution saving throw. On a failure, it is stunned until the end of the grandmasters next turn."
                },
                {
                    "name": "Unarmored Defense",
                    "desc": "The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier."
                }
            ],
            "spell_list": [],
            "page_no": 465,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_ascetic-grandmaster/"
        },
        {
            "slug": "faerie-dragon-a5e",
            "desc": "",
            "name": "Faerie Dragon",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Draconic, Sylvan, telepathy 60 ft. (with other dragons only)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Euphoria Breath (Recharge 5-6)",
                    "desc": "The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure  the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Prismatic Light (3/Day)",
                    "desc": "The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure  the creature is magically blinded until the end of its next turn."
                },
                {
                    "name": "Beast Form (1/Day, 50+ Years Old Only)",
                    "desc": "The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically transformed into a harmless Tiny beast  such as a mouse or a songbird  for 1 minute. While in this form  its statistics are unchanged  except it can't speak or take actions  reactions  or"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_faerie-dragon/"
        },
        {
            "slug": "faerie-dragon-familiar-a5e",
            "desc": "",
            "name": "Faerie Dragon Familiar",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Draconic, Sylvan, telepathy 60 ft. (with other dragons only)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Euphoria Breath (Recharge 5-6)",
                    "desc": "The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure  the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Prismatic Light (3/Day)",
                    "desc": "The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure  the creature is magically blinded until the end of its next turn."
                },
                {
                    "name": "Beast Form (1/Day, 50+ Years Old Only)",
                    "desc": "The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically transformed into a harmless Tiny beast  such as a mouse or a songbird  for 1 minute. While in this form  its statistics are unchanged  except it can't speak or take actions  reactions  or"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_faerie-dragon-familiar/"
        },
        {
            "slug": "faerie-noble-a5e",
            "desc": "",
            "name": "Faerie Noble",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 165,
            "hit_dice": "22d8+66",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noble makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the noble."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The noble magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_faerie-noble/"
        },
        {
            "slug": "master-assassin-a5e",
            "desc": "",
            "name": "Master Assassin",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 11,
                "deception": 7,
                "perception": 7,
                "sleight": 0,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17",
            "languages": "any three",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master assassin attacks twice."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action."
                },
                {
                    "name": "Rapid Attack",
                    "desc": "The assassin attacks with their shortsword."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crossbow Expert",
                    "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls."
                },
                {
                    "name": "Deadly Poison",
                    "desc": "As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition."
                },
                {
                    "name": "Death Strike (1/Turn)",
                    "desc": "When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes."
                },
                {
                    "name": "Epic Assassinate",
                    "desc": "During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn."
                },
                {
                    "name": "Evasion",
                    "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack."
                }
            ],
            "spell_list": [],
            "page_no": 469,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_master-assassin/"
        },
        {
            "slug": "master-thief-a5e",
            "desc": "",
            "name": "Master Thief",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 11,
                "deception": 7,
                "perception": 7,
                "sleight": 0,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17",
            "languages": "any three",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master assassin attacks twice."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action."
                },
                {
                    "name": "Rapid Attack",
                    "desc": "The assassin attacks with their shortsword."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crossbow Expert",
                    "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls."
                },
                {
                    "name": "Deadly Poison",
                    "desc": "As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour"
                },
                {
                    "name": "Evasion",
                    "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack."
                },
                {
                    "name": "Cunning Celerity",
                    "desc": "The master thief takes two bonus actions on each of their turns."
                }
            ],
            "spell_list": [],
            "page_no": 469,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_master-thief/"
        },
        {
            "slug": "pixie-a5e",
            "desc": "",
            "name": "Pixie",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 2,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Thorn Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Faerie Blessing (3/Day)",
                    "desc": "The pixie targets a willing creature within 30 feet. The target gains one of the following abilities for 1 hour:"
                },
                {
                    "name": "The target gains truesight out to a range of 120 feet",
                    "desc": ""
                },
                {
                    "name": "The target gains the benefit of the pixies Magic Resistance trait",
                    "desc": ""
                },
                {
                    "name": "The target speaks Sylvan",
                    "desc": ""
                },
                {
                    "name": "Faerie Curse",
                    "desc": "The pixie targets a creature within 30 feet not already under a Faerie Curse. The target makes a DC 12 Wisdom saving throw. On a failure  the target is subjected to a special magical curse for 1 hour. The curse ends if the pixie dies or is incapacitated  the pixie or one of its allies deals damage to the target  or the pixie spends an action to end the curse. Spells such as remove curse  dispel magic  and lesser restoration also end the curse. If a creature makes its saving throw or the condition ends for it  it is immune to any Faerie Curse for the next 24 hours."
                },
                {
                    "name": "When the target fails its saving throw against this effect, the pixie chooses one of the following effects to impose on the target",
                    "desc": ""
                },
                {
                    "name": "The target is blinded",
                    "desc": ""
                },
                {
                    "name": "The target is charmed by the pixie",
                    "desc": ""
                },
                {
                    "name": "If the target is already charmed by the pixie, the target falls asleep",
                    "desc": "It wakes if it is shaken awake as an action or if it takes damage."
                },
                {
                    "name": "The targets head takes on the appearance of a beasts head (donkey, wolf, etc)",
                    "desc": "The targets statistics dont change  but the target can no longer speak; it can only make animal noises."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The pixie and any equipment it wears or carries magically turns invisible until the pixie attacks, casts a spell, becomes incapacitated, or uses a bonus action to become visible."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the pixie can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pixie has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_pixie/"
        },
        {
            "slug": "wraith-lord-a5e",
            "desc": "",
            "name": "Wraith Lord",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 171,
            "hit_dice": "18d8+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, psychic, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form  it then makes a greatsword attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "The wraith targets a creature within 5 feet  forcing it to make a DC 18 Constitution saving throw. On a failure  the creature takes 17 (5d6) necrotic damage  or 24 (7d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."
                },
                {
                    "name": "Greatsword (Corporeal Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage  and the target makes a DC 18 Constitution saving throw. On a failure  the target is poisoned for 24 hours. While poisoned in this way  the target can't regain hit points. If a creature dies while poisoned in this way  its spirit rises as a wraith under the wraith lords control 1 minute after its death."
                },
                {
                    "name": "Paralyzing Terror",
                    "desc": "The wraith lord targets a frightened creature within 60 feet  forcing it to make a DC 18 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Create Wraith",
                    "desc": "The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control."
                },
                {
                    "name": "Corporeal Form (1/Day)",
                    "desc": "The wraith lord takes on a material form. In material form  it loses its incorporeal trait  its fly speed  and its immunity to the grappled  prone  and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied  and it can do so voluntarily at any time as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Fear",
                    "desc": "A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours."
                },
                {
                    "name": "Evil",
                    "desc": "The wraith lord radiates an Evil aura."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A wraith doesnt require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 428,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_wraith-lord/"
        },
        {
            "slug": "air-elemental",
            "desc": "",
            "name": "Air Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 90
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Auran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "damage_bonus": 5
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.\nIf the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 305,
            "environments": [
                "Plane Of Air",
                "Laboratory",
                "Mountain"
            ],
            "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_air-elemental/"
        },
        {
            "slug": "couatl",
            "desc": "",
            "name": "Couatl",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 15",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6",
                    "damage_bonus": 5
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Change Shape",
                    "desc": "The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The couatl's weapon attacks are magical."
                },
                {
                    "name": "Shielded Mind",
                    "desc": "The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api",
                "https://api-beta.open5e.com/v2/spells/bless/?format=api",
                "https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=api",
                "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api",
                "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/protection-from-poison/?format=api",
                "https://api-beta.open5e.com/v2/spells/sanctuary/?format=api",
                "https://api-beta.open5e.com/v2/spells/shield/?format=api",
                "https://api-beta.open5e.com/v2/spells/dream/?format=api",
                "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/scrying/?format=api"
            ],
            "page_no": 269,
            "environments": [
                "Urban",
                "Desert",
                "Jungle",
                "Astral Plane",
                "Grassland",
                "Forest"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/couatl.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_couatl/"
        },
        {
            "slug": "marilith",
            "desc": "",
            "name": "Marilith",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": "Demons",
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d10+90",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 13",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marilith can make seven attacks: six with its longswords and one with its tail."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10",
                    "damage_bonus": 4
                },
                {
                    "name": "Teleport",
                    "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Variant: Summon Demon (1/Day)",
                    "desc": "The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The marilith has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The marilith's weapon attacks are magical."
                },
                {
                    "name": "Reactive",
                    "desc": "The marilith can take one reaction on every turn in combat."
                }
            ],
            "spell_list": [],
            "page_no": 272,
            "environments": [
                "Abyss"
            ],
            "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_marilith/"
        },
        {
            "slug": "planetar",
            "desc": "",
            "name": "Planetar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 200,
            "hit_dice": "16d10+112",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 24,
            "intelligence": 19,
            "wisdom": 22,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 12,
            "perception": 11,
            "skills": {
                "perception": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 21",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The planetar makes two melee attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.",
                    "attack_bonus": 12,
                    "damage_dice": "4d6+5d8",
                    "damage_bonus": 7
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The planetar knows if it hears a lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, flame strike, raise dead\n1/day each: commune, control weather, insect plague"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The planetar has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/invisibility/?format=api",
                "https://api-beta.open5e.com/v2/spells/blade-barrier/?format=api",
                "https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/flame-strike/?format=api",
                "https://api-beta.open5e.com/v2/spells/raise-dead/?format=api",
                "https://api-beta.open5e.com/v2/spells/commune/?format=api",
                "https://api-beta.open5e.com/v2/spells/control-weather/?format=api",
                "https://api-beta.open5e.com/v2/spells/insect-plague/?format=api"
            ],
            "page_no": 262,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "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_planetar/"
        },
        {
            "slug": "angel-shrouded",
            "desc": "",
            "name": "Angel, Shrouded",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d8+85",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 22,
            "charisma": 10,
            "strength_save": 9,
            "dexterity_save": 1,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison, radiant; nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "blindsight 30', darkvision 120', passive Perception 21",
            "languages": "all, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Justicar's Blade or Justicar's Blast attacks."
                },
                {
                    "name": "Justicar's Blade",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d8+5) slashing damage + 14 (4d6) poison and target: DC 17 Con save or be poisoned. Poisoned condition lasts until it is removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Justicar's Blast",
                    "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 19) no material components: At will: bane bless locate creature3/day ea: invisibility (self only) healing word (level 5) nondetection"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Executioner's Judgment",
                    "desc": "When a creature poisoned by shrouded angel starts its turn angel demands target repent. If it doesn't repent: DC 17 Con save. Fail: reduced to 0 hp. Success: 22 (5d8) radiant. If target repents its next action is chosen by angel as if it failed a save vs. the command spell: “Draw Nigh” (approach) “Clasp Hands in Prayer” (drop) “Seek Redemption” (flee) “Be Penitent” (grovel) or “In Stillness Hear the Truth” (halt). Once angel uses this reaction it must deal poison to a poisoned target before using it again."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Poison",
                    "desc": "Its weapon attacks are magical and its weapons are coated with radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by angel's poison. Such creatures have advantage on saves vs. the angel's poison."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "Knows if it hears a lie."
                },
                {
                    "name": "Evasion",
                    "desc": "If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 29,
            "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_angel-shrouded/"
        },
        {
            "slug": "aphasian-abomination",
            "desc": "",
            "name": "Aphasian Abomination",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": 7,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 120', passive Perception 19",
            "languages": "Common, telepathy 120'",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Force Blast attacks."
                },
                {
                    "name": "Force Blast",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "Aphasic Field",
                    "desc": "Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot."
                },
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Made of Magic",
                    "desc": "Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 39,
            "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_aphasian-abomination/"
        },
        {
            "slug": "brownie",
            "desc": "",
            "name": "Brownie",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 28,
            "hit_dice": "8d4+8",
            "speed": {
                "walk": 30
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Branch Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage."
                },
                {
                    "name": "Domestic Magic",
                    "desc": "Wis no material components: At will: mending and prestidigitation"
                },
                {
                    "name": "Invisibility",
                    "desc": "Magically turns invisible until it attacks or uses Domestic Magic or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "Can communicate with Beasts as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "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_brownie/"
        }
    ]
}